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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.
09/28/2011, 01:59
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#3421
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du hast mit dem zweiten auch auch die"Leechfight"scripte aktiviert und nicht die normalen dia-baal, oder?
und ng sagt er an, wenn du publicmode auf true hast, und in der globalconfig, glaube ich, da was eingetragen hast.
für das Problem mit den seals, da gibts glaub ich ne Option: "skipsealsonerror" oder irgendwie sowas, das auf "true" setzen, dann sollte auch keiner mehr stehen bleiben.
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09/28/2011, 02:20
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#3422
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Achso, ja ich habe beide auf Leech fight.
Sollte der "Leecher" normal Dia+Baal eingestellt haben, damit der richtig funktioniert? (Jedoch leaved der Leecher direkt nach dem einklinken und hat das Spiel erfolgreich beendet. Also irgendwas stimmt da nicht.
Dies Sache mit dem TimeOut habe ich jetzt im Griff bekommen, hatte vergessen beim Loader zu Saven und somit wurde Direct txt nicht übernommen.
Publicmode ist auf True
und SkipSeal ist auch auf True gesetzt.
Danke für die Hilfe soweit!
edit: Desweiteren würde ich wohl gerne im Offizielem Channel mein nächstes Game posten.
Mag mir wohl jemand sagen wo ich das einstellen kann, bzw das ganze einmal posten? 
wäre echt nett, weil allein bringt das nicht viel :S
THX
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09/28/2011, 07:57
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#3423
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FindItem beim Goldbarb
Hi
Ich hab den Goldbarb soweit gut ausgerüstet. Aber er nutzt die FindItem Funktion nicht. Ich hab sie im Skript aktiviert. Aber der Goldbarb verweigert die MItarbeit:-)
Ich verwende kein Fastmod, aber sollte ich dennoch ein Delay einbauen?
Oder übersehe ich etwas in der GlobalConfig?
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09/28/2011, 09:00
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#3424
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Quote:
Originally Posted by n0rt3x
Achso, ja ich habe beide auf Leech fight.
Sollte der "Leecher" normal Dia+Baal eingestellt haben, damit der richtig funktioniert? (Jedoch leaved der Leecher direkt nach dem einklinken und hat das Spiel erfolgreich beendet. Also irgendwas stimmt da nicht.
Dies Sache mit dem TimeOut habe ich jetzt im Griff bekommen, hatte vergessen beim Loader zu Saven und somit wurde Direct txt nicht übernommen.
Publicmode ist auf True
und SkipSeal ist auch auf True gesetzt.
Danke für die Hilfe soweit!
edit: Desweiteren würde ich wohl gerne im Offizielem Channel mein nächstes Game posten.
Mag mir wohl jemand sagen wo ich das einstellen kann, bzw das ganze einmal posten? 
wäre echt nett, weil allein bringt das nicht viel :S
THX
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Hi Nortex,
guck' Dir doch hierzu mal die FAQ-Einträge an:
Grundsätzlich muss einer den Lead übernehmen, dass heißt folgende Skripte nutzen:
Code:
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = true; MWConfig_FastDia = false;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true; MWConfig_ClearPathSpectypes.Baal = 0;
Werte ggf. noch anpassen!
Und einer als LeechFighter:
Code:
MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; MWConfig_IgnoreSealOpeningErrors = true; NTConfig_Leader = "LeaderNameGoesHere";
MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
Leeder noch eintragen und Werte ggf. anpassen...
Beide brauchen eine Eni...
Quote:
Originally Posted by palados
Hi
Ich hab den Goldbarb soweit gut ausgerüstet. Aber er nutzt die FindItem Funktion nicht. Ich hab sie im Skript aktiviert. Aber der Goldbarb verweigert die MItarbeit:-)
Ich verwende kein Fastmod, aber sollte ich dennoch ein Delay einbauen?
Oder übersehe ich etwas in der GlobalConfig?
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Hi Palados,
wenn Du in der CharConfig die Einträge unter "Find Item Configuration" alle gesetzt hast, sollte er dies automatisch tun (Skillung und D2 auf Englisch vorausgesetzt; nicht moppern, gibt es immer wieder  )
Wenn Du ausschließlich Baal runs machst, denn kann er dies nicht tun, da die leichen automatisch verschwinden. Ansonsten solltest Du darauf achten, dass Du und Dein Merc keinen Kälteschaden verursachen, wodurch keine Leichen entstehen.
Sollte es nichts von alledem sein: keine Ahnung... Sry!
PS: was meinst Du mit Delay, wo willst Du was einbauen?
Greets Traycas
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09/28/2011, 10:11
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#3425
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Hi Palados,
wenn Du in der CharConfig die Einträge unter "Find Item Configuration" alle gesetzt hast, sollte er dies automatisch tun (Skillung und D2 auf Englisch vorausgesetzt; nicht moppern, gibt es immer wieder
Hi.
Ja die Version stimmt und es ist alles gesetzt.Kälteschaden hab ich auch berücksichtigt.
Liegt es vielleicht an den Einstellungen zum zweiten Waffenslot?
Und prinzipiell sollte man doch auch hören und sehen, ob er die Leichen lootet, oder?
PS: was meinst Du mit Delay, wo willst Du was einbauen?
Einige User haben berichtet, dass bei Verwendung des Fastmods die Leichen nicht gelootet werden können, da der Barb zu schnell ist. Deshalb haben einige eine Verzögerung eingebaut. Aber das trifft auf mich wohl nicht zu mit lediglich 40 FCR.
Greets Traycas[/QUOTE]
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09/28/2011, 10:36
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#3426
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Quote:
Originally Posted by palados
Hi Palados,
wenn Du in der CharConfig die Einträge unter "Find Item Configuration" alle gesetzt hast, sollte er dies automatisch tun (Skillung und D2 auf Englisch vorausgesetzt; nicht moppern, gibt es immer wieder
Hi.
Ja die Version stimmt und es ist alles gesetzt.Kälteschaden hab ich auch berücksichtigt.
Liegt es vielleicht an den Einstellungen zum zweiten Waffenslot?
Und prinzipiell sollte man doch auch hören und sehen, ob er die Leichen lootet, oder?
PS: was meinst Du mit Delay, wo willst Du was einbauen?
Einige User haben berichtet, dass bei Verwendung des Fastmods die Leichen nicht gelootet werden können, da der Barb zu schnell ist. Deshalb haben einige eine Verzögerung eingebaut. Aber das trifft auf mich wohl nicht zu mit lediglich 40 FCR.
Greets Traycas
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ICH BIN BLIND!!! Keine Tests mehr mit sochen Farben, bin jetzt eine halbe Stunde durch den Raum geirrt um meine Platz wiederzufinden  Sonnenbrille gefunden  wird besser 
(ahhh, so ist's besser  )
Nutze für den Barb auch Redvex mit irgendwas zwischen 50-80 zu Teleport, da er ansonsten schneller laufen könnte  Dennoch nutzt er find Item ohne Probleme. Ich habe im zweiten Slot 2xCS mit je 6 Lem und kann sehen wie er zu ihnen wechselt um zu looten. man sieht kurz im oberen Bildbereich die Leiche die gelootet wird rot angezeigt und natürlich dann auch was droppen (Tränke oder Gold erkennt man ja auf den ersten Blick...). Den Waffenwechsel macht er eigentlich automatisch, wenn das besser fürs droppen ist; dafür hat Muddy in seiner gewohnten Perfektion gesorgt...
Um etwas zu hören muss Du das Fenster aktiviert haben und im D2NT-Profil den Haken bei no sound rausgenommen haben (der ist standardmäßig leider gesetzt).
Leider muss ich nun an meine vorherige Aussage verweisen:
Quote:
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Sollte es nichts von alledem sein: keine Ahnung... Sry!
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Oder auch an einen meiner Leitsprüche
Quote:
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Wenn Du keine Ahnung hast, einfach mal Fresse halten!
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(natürlich in diesem Fall auf mich selbst bezogen...)
LG, Traycas
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09/28/2011, 11:22
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#3427
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[QUOTE=Traycas;13094569]ICH BIN BLIND!!! Keine Tests mehr mit sochen Farben, bin jetzt eine halbe Stunde durch den Raum geirrt um meine Platz wiederzufinden Sonnenbrille gefunden wird besser 
(ahhh, so ist's besser )
so besser?:-))
Ich hab da bestimmt etwas vermurkst. Ich hab ja noch nen Pala und ne Sorc. Läuft alles über einen Account. Somit gilt meine GlobalConfig für alle Chars. Ich setze es nochmal neu auf.
Herzlichen Dank trotzalledem:-)
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09/28/2011, 13:04
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#3428
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@Traycas: Falls es dich interessiert, ich hab mein SuperChest-Problem gelöst. Habs in einem obigen Post von mir editiert  .
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09/28/2011, 13:34
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#3429
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Hi,
I'm having a serious problem with some of the scripts, I've tried to fix it for days now and still no luck  . Is it just me being dumb or is there something wrong this the script.
My problem is, when running NTBaalLeech.ntj the leecher will enter UnSafeTp, even tho. it's set to false in charconfig. The leader is running from same computer, so globalconfig is the same as used on leecher.
Was hoping some1 could help me out, and tell me what the problem is since the leecher won't go down on the SafeTpMessage.
Here is globalsettings:
Code:
/**
* This file was written by
* Check the programming section for updates and further scripts
* Last Update: 00:53 30.08.2011
*/
Include("libs/common/MWSkills.ntl");
function MW_LoadGlobalSettings()
{
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
// Set to false will disable auto mule for all chars. Note that you have to set both this variable and MWConfig_Automule.Activated (in you char config) to true in order to enable auto mule for a char.
MWConfig_Automule.Enabled = false;
// Set to true to buy items that match your Nips whenever visiting a merchant.
MWConfig_DoShopping = true;
// Set to true to have the status text show the script runtime. (Note: enabling this might lead to an increased number of crashes/restarts.)
MWConfig_EnableStatusTextTimer = false;
// Set to true to always check the selected Nips for errors after including them. Check "..\scripts\Logs\NipErrors.txt" for a precise error description!
MWConfig_RunNipCheck = false;
// Set to true to run sorting algorithm whenever managing your stash.
MWConfig_SortStash = true;
// Set to true to run sorting algorithm if your stash is full and items are stored in your inventory.
MWConfig_SortInventory = true;
// Set to true to form a party even if public mode is deactivated.
MWConfig_AutoParty = true;
// This is the maximum number of errors that may occur in a single game. If more errors occur, your char will exit the game.
MWConfig_GameErrorLimit = 3;
// This is the delay in milliseconds before the first bot script is loaded.
NTConfig_StartDelay = 1000;
// This is the delay in milliseconds on area changes. Do not set this too low!
NTConfig_AreaDelay = 750;
// This is the delay in milliseconds before picking up items. Do not set this too low!
NTConfig_SnagDelay = 1;
// This is the delay in milliseconds after finishing a bot script.
MWConfig_ScriptDelay = 1000;
// Set to true to enable overhead status messages. NOTE: This will be visible for everyone in the game so you might not want to activate it when doing public games.
MWConfig_ShowOverheadStatus = false;
// Define which negative states on your char require visiting a healer when in town. Set to 0 not to visit a healer.
// 0x02 : Poison
// 0x04 : Amplify Damage
// 0x08 : Weaken
// 0x10 : Iron Maiden
// 0x20 : Decrepify
// 0x40 : Lower Resist
//MWConfig_CheckSelfSafeTown = 0;
// Define which negative states on your merc require visiting a healer when in town. Set to 0 not to visit a healer.
// 0x02 : Poison
// 0x04 : Amplify Damage
// 0x08 : Weaken
// 0x10 : Iron Maiden
// 0x20 : Decrepify
// 0x40 : Lower Resist
//MWConfig_CheckMercSafeTown = 0;
//------------------------------------------------------------------------------
// Chat Announcements
//------------------------------------------------------------------------------
// These announcements will not be made unless NTConfig_PublicMode is set to true. Set to "" not to post a message.
// NOTE: You have to set a TPSafe message when using leechers and not entering unsafe TPs.
MWConfig_Announcements.BaalThrone = "Tp up, Be careful!";
MWConfig_Announcements.BaalTpNone = "Tp up, Be careful!";
MWConfig_Announcements.BaalTpCold = "TP is safe!";
MWConfig_Announcements.BaalTpWarm = "Tp up, Be careful!";
MWConfig_Announcements.BaalTpHot = "Tp up, Be careful!";
MWConfig_Announcements.BaalTpSafe = "TP is safe!";
MWConfig_Announcements.BaalPreChamber = "Killing Baal!";
MWConfig_Announcements.BaalKilled = "";
MWConfig_Announcements.DiabloTpNone = "TP up, Careful!";
MWConfig_Announcements.DiabloTpCold = "TP up, Careful!";
MWConfig_Announcements.DiabloTpWarm = "TP up, Careful!";
MWConfig_Announcements.DiabloTpHot = "TP up, Careful!";
MWConfig_Announcements.DiabloTpSafe = "TP safe!";
MWConfig_Announcements.DiabloPre = "Killing Diablo!";
MWConfig_Announcements.DiabloKilled = "!Baal";
// Message to announce right before leaving a game.
MWConfig_Announcements.NextGame = "";
// Minimum char level to show level up message. Set to 99 to deactivate level up messages.
MWConfig_Announcements.ShowLevelUpMessagMinLevel = 99;
// These level up messages will be posted in chat whenever another player in game has a level up. (chosen randomly)
//MWConfig_Announcements.LevelUpMessages.push("Congratulations on level %level, %name!");
//MWConfig_Announcements.LevelUpMessages.push("Nice level up, %name!");
//MWConfig_Announcements.LevelUpMessages.push("Good job reaching level %level, %name!");
//MWConfig_Announcements.LevelUpMessages.push("Congratulations are in order, for %name just reached level %level!");
//------------------------------------------------------------------------------
// Bulletin Board Output Configuration
//------------------------------------------------------------------------------
// Select the path of your output textfile. The file extension .txt is added automatically.
MWConfig_BulletinBoardFilePath = "Logs/BBOutput";
// Select the mode for writing to the output textfile. Use 1 to overwrite the existing content and use 2 to append to the existing content.
MWConfig_BulletinBoardFileMode = 1;
// Define the colors used for replacing the D2 color codes. WARNING: You should not change these unless you are familiar with hexadecimal colors.
MWConfig_BulletinBoardColors["white"] = "#FFFFFF";
MWConfig_BulletinBoardColors["red"] = "#CD0000";
MWConfig_BulletinBoardColors["green"] = "#00FF00";
MWConfig_BulletinBoardColors["blue"] = "#3A5FCD";
MWConfig_BulletinBoardColors["gold"] = "#8B814C";
MWConfig_BulletinBoardColors["gray"] = "#606060";
MWConfig_BulletinBoardColors["orange"] = "#FF8C00";
MWConfig_BulletinBoardColors["yellow"] = "#FFFF00";
//------------------------------------------------------------------------------
// User Defined Commands
//------------------------------------------------------------------------------
// This feature allows you to assign some commands to your numpad.
// The current assignment is shown by pressing "Numpad +".
//
// Command Name Description
// -----------------------------------------------------------------------------
// ShowChickenThresholds Shows your chars current chicken thresholds.
// ShowTotalGoldCarried Shows the amount of gold your char currently carries.
// ShowActiveStates Shows the active states or your char.
// ShowScriptOrder Shows the current bot script schedule.
// ShowStash Shows the current layout of your stash and how many slots are used/unused.
// ClearPosition_X Kills all monsters in a radius of X. NOTE: Will not work while a bot script is running.
// PickItems Check for dropped items. NOTE: Will not work while a bot script is running.
// RevealMap Reveals the automap.
// ShowEnemiesOnMap Shows nearby enemies on automap.
// ShowMisslesOnMap Shows nearby missles on automap.
// ShowKeysCarried Shows how many of each type of key your character currently carries.
// ShowOrgansCarried Shows how many of each type of organ your character currently carries.
// ShowRunesCarried Shows how many runes of each type your character currently carries.
// ShowItemLevel Shows the item level and nip info of a selected item. NOTE: "Selected" means placed in your cube. ;)
// WriteBBOutput Generates BB Code output for a selected item's description. NOTE: "Selected" means placed in your cube. ;)
// -----------------------------------------------------------------------------
// ShowObjectUnits_X Shows the properties of all object units in a radius of X.
// ShowNpcUnits_X Shows the properties of all npc units in a radius of X.
// ShowPlayerUnits_X Shows the properties of all player units in a radius of X.
// ShowItemUnits_X Shows the properties of all item units in a radius of X.
// ShowTileUnits Shows the properties of all nearby tile units.
MWConfig_CommandAssignedToNumpad[0] = "ShowScriptOrder";
MWConfig_CommandAssignedToNumpad[1] = "ShowStash";
MWConfig_CommandAssignedToNumpad[2] = "ShowTotalGoldCarried";
MWConfig_CommandAssignedToNumpad[3] = "ShowChickenThresholds";
MWConfig_CommandAssignedToNumpad[4] = "ShowOrgansCarried";
MWConfig_CommandAssignedToNumpad[5] = "ShowKeysCarried";
MWConfig_CommandAssignedToNumpad[6] = "ShowRunesCarried";
MWConfig_CommandAssignedToNumpad[7] = "ShowMisslesOnMap";
MWConfig_CommandAssignedToNumpad[8] = "ShowEnemiesOnMap";
MWConfig_CommandAssignedToNumpad[9] = "RevealMap";
//------------------------------------------------------------------------------
// World Event Configuration
//------------------------------------------------------------------------------
// Set to true to stop and wait some minutes after receiving "x Stones of Jordan sold to Merchants" message. Your char will switch acts every couple of minutes so he won't be kicked.
MWConfig_CheckSojSales = true;
// Set to true to wait ingame after receiving a "Diablo Walks the Earth" message. Your char will switch acts every couple of minutes so he won't be kicked.
NTConfig_CheckCloneDiablo = true;
// Enter an account name that will be informed about soj sales or world events. Leave empty not to wisper any account.
MWConfig_WorldEventAccount = "";
// This is the time in minutes your char will remain in the game in case of a world event. Set to 0 to wait infinitely.
MWConfig_WorldEventWaitTime = 0;
// This can be used to specify IPs of servers that are currently hot, i.e. if a considerable amount of sojs has been sold on a server and thus a World Event is in order. The char will check if his current game IP is included in your list and wait in case it is.
MWConfig_HotServerIps = [-1, -1];
// This is the time in minutes that you would like your char to wait for in case his current game is hosted on a hot server.
MWConfig_HotIpIdleTime = 10;
//------------------------------------------------------------------------------
// Identification Configuration
//------------------------------------------------------------------------------
// Set to true to visit Deckard Cain in order to identify items. NOTE: Cain will NOT be visited if you char carries items that you like to be kept unidentified.
MWConfig_IdentAtCain = true;
// Set to true to always visit a merchant in order to sell items that are not required. If set to false, the char will drop these items, unless he is visiting a merchant anyway.
MWConfig_AlwaysSellTrashItems = true;
// Set to true to identify items when not in town. Items that do not meet your requirements will be dropped.
MWConfig_IdentAfterPickup = false;
// This is the minimum number of unid items to be carried before your char identifies them when not in town.
MWConfig_MinItemsToIdent = 3;
//------------------------------------------------------------------------------
// Itemlog Configuration
//------------------------------------------------------------------------------
// Set to true to log both sold and kept items in an XML logfile that can be viewed in a browser. NOTE: For some reason that does not work using IE, try Firefox instead.
// Also, using the XML log is known for increasing the number of crashes/restarts, better set this to false if you not necessarily need it.
MWConfig_UseXMLItemlog = false;
// Set to true to activate Nip debug mode. The Nip debug mode adds additional information to the item tooltips in the manager's item log that tells you exactly why an item was kept.
MWConfig_NipDebugMode = false;
// Set to true to log items in manager's log that were not required and therefore sold. NOTE: You should definately set this to false when running multiple bots. Use the XML log instead in order to keep track of sold items. ;)
MWConfig_LogSoldItems = false;
// Set to true to print how much gold was picked up during the last script after it is finished. Quite useful when using a goldbarb.
MWConfig_ShowGoldPickupsPerScript = false;
// Set to true to show a pick up message for gold.
MWConfig_ShowGoldPickups = false;
// Set to true to show a pick up message for potions.
MWConfig_ShowPotionPickups = false;
// This is the number of the lowest rune to be logged in the manager's item log when picked up. Mostly useful to keep your item log clean when collecting low runes. The default value 19 means that only runes equal or greater than LEM will be shown in the manager's item log.
MWConfig_LowestRuneToLog = 0;
// Set to true to create a Muddy's Mule Manager logfile at the end of every game.
MWConfig_WriteMMMLog = false;
// Set to true to write a common lofiles that logs how many gems, runes, keys, organs or essences your chars picked up.
MWConfig_WriteCommonLog = false;
// Show a drop notification on drops of items matching the below Nip line. Set to "" not to detect drops.
MWConfig_ShowDroppedItemSpecs = "";
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
// Set to true to pick up possibly useful items before picking up low priority items like keys, scrolls, gold, potions, and runes <= FAL.
MWConfig_PickUpPriorityItemsFirst = true;
// Pick up all items that are likely to be worth a lot of gold whenever your character is about to visit town.
MWConfig_PickUpMoneymakers = false;
// This is the minimum quantity of TP scrolls in your tome. If you got less, scrolls will be picked up in order to fill your tome.
MWConfig_MinimumTpScrollCount = 20;
// This is the minimum quantity of ID scrolls in your tome. If you got less, scrolls will be picked up in order to fill your tome.
MWConfig_MinimumIdScrollCount = 20;
//------------------------------------------------------------------------------
// Gambling Configuration
//------------------------------------------------------------------------------
// Set to true to enable gambling.
NTConfig_Gamble = false;
// This is the gold mount to start gambling.
NTConfig_GambleStartGold = 2500000;
// This is the gold mount to stop gambling.
NTConfig_GambleStopGold = 150000;
// Select which items are gambled by adding the classids of the desired items to the gambling array.
// 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
// NTConfig_GambleItem.push(<classid>);
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
// Set to true to log cubing of gems in the manager's common log.
MWConfig_ShowCubedGemsInCommonLog = false;
// Set to true to always remove all items from cube after transmuting. If set to false, the item will remain in cube and is not removed until it interferes with another recipe.
MWConfig_ClearCubeAfterCubing = false;
// Set to true to enable an advanced cubing algorithm that allows collecting ingredients for multiple recipes at the same time.
MWConfig_UseAdvancedCubingAlgorithm = true;
// Set to true if you do not want kept low runes or gems to be used for cubing. Set to false to use them anyway.
MWConfig_RestrictKeptItemsFromCubing = false;
// *********************** Misc ***********************
//NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Essences --> Token
// ****************** Transmute Gems ******************
//NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull
//NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara
//NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem
// ************* Transmute magic and rares *************
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm
//NTConfig_CubingItem.push([MWCU_RARE, 421]); // Rare Diadem
// ********************** Crafting *********************
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 336]); // Craft Chain Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_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 --> 1xCHAM
//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]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = false; // Socket Berserker Axe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 255]); // Socket Thresher
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 256]); // Socket Cryptic Axe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 257]); // Socket Great Poleaxe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 258]); // Socket Giant Thresher
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 447]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = true; // Socket Monarch
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 498]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = true; // Socket Sacred Targe
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 502]); NTConfig_CubingItem[NTConfig_CubingItem.length - 1].Ethereal = true; // Socket Vortex Shield
// ******************* Upgrade items *******************
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_WEAPON, 295]);// Titan's Revenge : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 337]); // Magefist : Normal -> Exceptional
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 360]); // Skin of the Vipermagi : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 383]); // Magefist or Lava Gout : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 389]); // Gore Rider : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 477]); // Arreat's Face : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 481]); // Herald Of Zakarum : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 342]); // Goblin Toe N -> E
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 388]); // Goblin Toe E -> E
}
Here is Char config:
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 23:10 29.08.2011
*
* Hotkey Description
*
* Pause/Break Pauses the current bot script.
* Page up (PgUp) Skips the current bot script.
* Page down (PgDn) Repeats the previous bot script
* Home (Pos1) Shows your current coordinates and areaid.
* End Shows current ping in status text bar.
* Insert (Ins) Logs all items on your char to either XML or TXT.
* Delete (Del) Exits the game. NOTE: Always use this key to leave a game!
* Backspace Force trigger auto mule. NOTE: Won't work unless auto mule is actually activated for the current char.
*/
Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");
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(["NTAndariel.ntj", 5]);
//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(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
//MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
//MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0x01; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
//MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
//MWConfig_Script.push(["NTTravincal.ntj", 5]);
//MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = false;
//MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 5; MWConfig_SuperChestAreas = ["Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar"];
//MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
//MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;
MWConfig_Script.push(["NTBaalLeech.ntj", 10]); NTConfig_KillBaal = false; MWConfig_EnterUnsafeTP = false; NTConfig_Leader = "TobyWillHammerU";
// *****************************************************
//------------------------------------------------------------------------------
// 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; MWConfig_ClearPathSpectypes.Baal = 0;
// *********************** Misc ************************
MWConfig_Script.push(["MWAuraStack.ntj", 10]); MWConfig_StackRepetitions = 100;
MWConfig_Script.push(["MWSuperChests.ntj", 20]); MWConfig_SuperChestClearAreaRadius = 10; MWConfig_SuperChestAreas = ["Cave Level 2", "Mausoleum", "Hole Level 2", "Pit Level 2", "Sewers Level 3", "Halls of the Dead Level 2", "Stony Tomb Level 2", "Maggot's Lair Level 3", "Ancient Tunnels", "Tal Rasha's Tomb", "Arachnid Lair", "Swampy Pit Level 3", "Flayer Dungeon", "Sewers Level 2", "Abbadon", "Pit of Acheron", "Drifter Cavern", "Infernal Pit", "Icy Cellar", "Halls of Pain"];
MWConfig_Script.push(["MWRush.ntj", 0]); MWConfig_IsRusher = true;
MWConfig_Script.push(["MWWaypointCatcher.ntj", 0]); MWConfig_WaypointCatcherActs = [1, 2, 3, 4, 5]; MWConfig_TPWaypoints = true; MWConfig_SkipHallsOfPain = true; MWConfig_ClearWaypointPaths = false;
MWConfig_Script.push(["MWIdleMode.ntj", 0]); MWConfig_IdleModeRuntime = 5; // Runtime in Minutes
MWConfig_Script.push(["NTCows.ntj", 10]);
MWConfig_Script.push(["MWBloodyRejuvs.ntj", 10]);
MWConfig_Script.push(["MWOrganHarvest.ntj", 10]); MWConfig_EnterInvalidUberPortals = true; MWConfig_PauseOnLackOfKeys = false; MWConfig_IntendedUberPortal = 0; // Matron's Den: 133; Forgotten Sands: 134; Furnace Of Pain: 135;
MWConfig_Script.push(["MWUberTristram.ntj", 10]); MWConfig_PauseOnLackOfOrgans = false; MWConfig_PauseOnKeptTorch = false;
MWConfig_Script.push(["MWAnyasBargain.ntj", 10]); MWConfig_ShoppingMinGold = 500000; MWConfig_ShoppingAttempts = 200;
// ************ Leech and friends by lanara ************
MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; MWConfig_IgnoreSealOpeningErrors = true; NTConfig_Leader = "LeaderNameGoesHere";
MWConfig_Script.push(["NTBaalLeech.ntj", 10]); NTConfig_KillBaal = true; MWConfig_EnterUnsafeTP = false; NTConfig_Leader = "LeaderNameGoesHere";
MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
*/
//------------------------------------------------------------------------------
// 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 = false; // Set to true if you use a mercenary, will revive merc at a reviver npc.
// Exit game or to reset your Enigma if Teleport skill is missing (due to identifying an item having +x to Teleport [Sorceress only]). WARNING: Activating this feature may - though not likely will - result in the loss of your enigma. Use at your own risk and make sure your char has sufficient strength!
// 0: Don't do anything; 1: Reset armor; 2: Exit game
MWConfig_ResetArmorMode = 0;
//------------------------------------------------------------------------------
// Potion 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 = 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 = 30; // 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 = 30;
// 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 = true;
//------------------------------------------------------------------------------
// 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] = [0,0,0,0,0,0,0,0,0,0];
NTConfig_Columns[1] = [0,0,0,0,0,0,0,0,0,0];
NTConfig_Columns[2] = [0,0,0,0,0,0,0,0,0,0];
NTConfig_Columns[3] = [0,0,0,0,0,0,0,0,0,0];
// 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 = 100000;
// 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 = false;
//------------------------------------------------------------------------------
// Belt Configuration
//------------------------------------------------------------------------------
// Available types : "hp" = health, "mp" = mana, "rv" = rejuvenation.
// Define how many columns are used for each potion type.
MWConfig_BeltColType["hp"].Columns = 4;
MWConfig_BeltColType["mp"].Columns = 0;
MWConfig_BeltColType["rv"].Columns = 0;
// 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");
//------------------------------------------------------------------------------
// 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 = 40;
// 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 = 2;
// 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 = false;
//------------------------------------------------------------------------------
// 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 = true;
// 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 = true;
// 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 = 3000;
// 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 = 0;
//------------------------------------------------------------------------------
// 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 = false;
// 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_KICK]
// 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_CLOAK_OF_SHADOWS; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = MWS_LIGHTNING_SENTRY; // Primary trap to be used against bosses.
NTConfig_AttackSkill[2] = MWS_DEATH_SENTRY; // Secondary trap to be used against bosses.
MWConfig_TrapRatio[0] = [5, 0]; // How many of each primary and secondary trap you would like to be placed against bosses.
NTConfig_AttackSkill[3] = MWS_DEATH_SENTRY; // Primary trap to be used against others.
NTConfig_AttackSkill[4] = MWS_LIGHTNING_SENTRY; // Secondary trap to be used against others.
MWConfig_TrapRatio[1] = [2, 3]; // How many of each primary and secondary trap you would like to be placed against others.
NTConfig_AttackSkill[5] = MWS_SHOCK_WEB; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = MWS_FIRE_BLAST; // Secondary untimed skill. Set to -1 to deactivate.
NTConfig_AttackSkill[7] = -1; // Reserved
// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
NTConfig_ClearPosition = false;
// 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 = 25;
// 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 = [5, 6];
// 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.
// 2: Skip the monster.
// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
NTConfig_BehaviourOnImmuneMonster = 1;
NTConfig_AttackSkill[8] = -1; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = -1; // Untimed Skill to be used against user defined immunes.
// 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 = 0;
}
Here is BaalLeech:
Code:
/**
* This file was modified by and
* Check the programming section for updates and further scripts
* Last Update: 14:34 04.09.2011
*/
var _AllowedToEnterTP = false;
function NTMain()
{
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
NTC_IncludeConfig("NTBot/char_configs");
NT_LoadConfig();
NTSI_LoadNIPFiles("NTBot/item_configs");
MWC_Initialize();
RegisterEvent(EVENT_GAMEMSG, NT_GameMsgEvents);
if(!NTTM_CheckAct(5, true))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTTM_CheckAct, 26, 5, true);
return;
}
NTTMGR_TownManager();
if(NTConfig_PreBuff)
{
if(!NTTM_TownMove("waypoint"))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTTM_TownMove, 33, "waypoint");
return;
}
if(!NTM_TakeWaypoint(111))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_TakeWaypoint, 39, 111);
return;
}
NTP_DoPrecast(true);
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("MWBotGame.ntj", NTTM_CheckAct, 47);
return;
}
}
NTTM_TownMove("portalspot");
for(var i = 0; i <= 200; i++)
{
if(NTC_InMyParty(NTConfig_Leader))
break;
if(!NTConfig_Leader)
{
_portal = NTM_FindPortalAreaInt(131, 0);
if(_portal != -1)
{
_owner = _portal.GetParent();
if(_owner && !NTC_InMyParty(_owner))
NTConfig_Leader = _owner;
}
}
NTC_Delay(200);
}
if(MWConfig_EnterUnsafeTP)
_AllowedToEnterTP = true;
while(NTC_InTown() && NTC_InMyParty(NTConfig_Leader))
{
if(_AllowedToEnterTP)
NTM_UsePortal("BluePortal", 131, NTConfig_Leader);
NTC_Delay(500);
}
NTM_MoveTo(me.areaid, me.x + 5, me.y);
while(NTC_InMyParty(NTConfig_Leader) && NTC_FindUnit(NTC_UNIT_MONSTER, 543))
{
NTP_DoPrecast(false);
NTC_Delay(500);
}
if(NTConfig_KillBaal)
{
var _portal = NTC_FindUnit(NTC_UNIT_OBJECT, 563, 2);
if(!_portal)
{
NTC_SendMsgToScript("MWBotGame.ntj", NTC_FindUnit, 98, NTC_UNIT_OBJECT, 563, 2);
return;
}
NTM_MoveTo(me.areaid, 15095, 5028);
NTM_MoveTo(me.areaid, 15092, 5010);
if(!NTM_UsePortal("Portal", 132, null, _portal))
{
NTC_SendMsgToScript("NTBotGame.ntj", NTM_UsePortal, 109, "Portal", 132, null, _portal);
return;
}
var _baal = NTC_FindUnit(NTC_UNIT_MONSTER, 544);
while(NTC_InMyParty(NTConfig_Leader) && NTA_IsValidMonster(_baal))
NTC_Delay(2500);
}
else
{
while(NTC_InMyParty(NTConfig_Leader))
NTC_Delay(2500);
}
NTC_SendMsgToScript("MWBotGame.ntj", "SCRIPT_END");
}
function NT_GameMsgEvents(msg, type)
{
var _msg = msg.toLowerCase();
if(type == 0 && _msg.indexOf(NTConfig_Leader.toLowerCase()) > -1 && MWConfig_Announcements.BaalTpSafe && _msg.indexOf(MWConfig_Announcements.BaalTpSafe.toLowerCase()))
_AllowedToEnterTP = true;
}
Here is NTBotLeech:
Code:
/**
* This file was modified by and
* Check the programming section for updates and further scripts
* Last Update: 15:34 20.08.2011
*/
var DelayedJoinChars = new Array();
//###################################################################
//##############################Settings#############################
//###################################################################
var LeaderAccountName = "TobiasM";
var LeaderName = "TobyWillHammerU";
var GamePassword = "x";
var JoinGameAgain = false; // Set to true to re-enter the same game after chicken or disconnect.
var UseCDKeyChangeTrick = false; // Set to true to use multiple CD Keys
var JoinRandomChannel = false;
var JoinChannelInChat = "OP JayziBoi";
var FirstJoinMessage = ""; // Message to post right after joining chat. Set to "" not to post any message.
var ChatMessageAfterGame = ""; // Message to post when joining chta after a game. Set to "" not to post any message.
// If multiple leechers are to join the same game, they should do it slightly time shifted in order to avoid join bugs.
// Enter the names of your accounts OR chars below:
DelayedJoinChars.push("");
//###################################################################
//##############################Delays###############################
//###################################################################
var GameMinLength = 180000;
// realm delays (minutes)
var UnableToConnectRetry = 2;
var RealmDownRetry = 60;
var DisconnectedRetry = 2;
var CdKeyInUseRetry = 2;
// interface delays (milliseconds)
var MultipleLeecherJoinDelay = 1000;
var JoinDelay = 100;
var ConnectingToBnetTimeout = 20000;
var CharacterScreenTimeout = 10000;
var PleaseWaitTimeout = 10000;
var CreateGameThreshold = 10000;
var CreateGameThresholdRandom = 1000;
var CreateGameTimeout = 15000;
var WaitInLineTimeout = 15000;
var CharacterSelectDelay = 5000
var LoginDelay = 1000;
var ClickDelay = 500;
var TextDelay = 500;
var ClickDelayRandom = 500;
var TextDelayRandom = 500;
var GameDoesNotExistDelayMin = 600000;
var GameDoesNotExistDelayMax = 900000;
var GameDoesNotExistTimeout = 30000;
var WaitBeforeEnterChatMin = 1000;
var WaitBeforeEnterChatMax = 2000;
var WaitInChatBeforeActionsMin = 2000;
var WaitInChatBeforeActionsMax = 3000;
//###################################################################
//###################################################################
//###############DO NOT CHANGE ANYTHING BELOW THIS###################
//###################################################################
//###################################################################
//D2NT Manager Command
const D2NT_MGR_LOADING = 1;
const D2NT_MGR_READY = 2;
const D2NT_MGR_LOGIN = 3;
const D2NT_MGR_CREATE_GAME = 4;
const D2NT_MGR_INGAME = 5;
const D2NT_MGR_RESTART = 6;
const D2NT_MGR_CHICKEN = 7;
const D2NT_MGR_PRINT_STATUS = 8;
const D2NT_MGR_PRINT_LOG = 9;
var LastGameMade = GetTickCount();
var LastGameStatus = 0;
var NextGameMake = 0;
var InGameAt = 0;
var ChatActionsDone = false;
var LastGameFailed = false;
var SayChatMsgAfterGame = false;
Include("libs/controlInfo.ntl");
var ControlData = new controlInfo();
var SameGame = "";
var OldGame = "";
var Game = "";
var Debug = false;
var JoinChatAfterGame = true;
function NTMain()
{
Delay(1000);
var _ingame = false;
ControlData.ClickDelay = ClickDelay;
ControlData.TextDelay = TextDelay;
ControlData.ClickDelayRandom = ClickDelayRandom;
ControlData.TextDelayRandom = TextDelayRandom;
while(1)
{
if(me.ingame)
{
OldGame = me.gamename;
if(!InGameAt)
InGameAt = GetTickCount();
if(!_ingame)
{
RunGC(); // run garbage collector between each game
if(Load("NTBot/MWBotGame.ntj"))
{
_ingame = true;
if(me.playtype > 0)
sendEventToOOG(D2NT_MGR_INGAME, "In Game[IP:" + me.gameserverip.split(".")[3] + "]", 0);
else
sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
LastGameStatus = 2; // in game successful
}
}
Delay(1000);
}
else
{
if(_ingame)
{
_ingame = false;
SayChatMsgAfterGame = true;
sendEventToOOG(D2NT_MGR_READY, "", 0);
}
locationAction(ControlData.getLocation());
Delay(500);
}
}
}
function locationAction(location)
{
var _randomChannel, _leaderFound, _lines, _msg, _msgLines, _lineIndex, _chat, _regGameNameWhispered, _regOffline, _regInChat, _regGameName;
switch(location.id)
{
case 3: // Lobby Chat
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
if(!ChatActionsDone)
{
ChatActionsDone = true;
Delay(Random(WaitInChatBeforeActionsMin, WaitInChatBeforeActionsMax));
if(JoinRandomChannel || JoinChannelInChat != "")
{
SetStatusText("ÿc8Joining channel...");
Say("/join " + (JoinRandomChannel ? getRandomString(Random(3,10)) : JoinChannelInChat));
Delay(2000);
}
if(FirstJoinMessage)
{
Say(FirstJoinMessage);
Delay(1000);
}
}
if(SayChatMsgAfterGame)
{
if(ChatMessageAfterGame && OldGame != "")
Say(ChatMessageAfterGame);
SetStatusText("ÿc8Checking friendlist...");
Say("/f l");
SayChatMsgAfterGame = false;
Delay(1500);
}
Game = "";
if(_chat = ControlData.get(ControlData.controls.lobby.chat.textBox.channelText))
{
_leaderFound = false;
_lines = _chat.GetText();
for(_lineIndex = _lines.length - 1; _lineIndex > -1; _lineIndex--)
{
if(_leaderFound) // useless... :/
break;
if(_lines[_lineIndex].substring(0,1) == " ")
continue;
// retrieving the whole message
_msg = _lines[_lineIndex].replace(/^\s+|\s+$/, "");
_msgLines = 1;
while(_lines[_lineIndex + _msgLines] != undefined && _lines[_lineIndex+_msgLines].substring(0,2) == " ")
{
_msg += " " + _lines[_lineIndex + _msgLines].replace(/^\s+|\s+$/, "");
_msgLines++;
}
// checking if the _msg is a friendly whisper
if(_msg.toLowerCase().lastIndexOf(LeaderName.toLowerCase() + " (*" + LeaderAccountName.toLowerCase() + ")") > -1)
{
_regGameNameWhispered = /^.*(game|partie|spiel|partita|partida).*(nomm[^\s]*|called|chiamata)\s*([\w\s-]*\w)\s*\.\s*$/gi;
if(_msg.match(_regGameNameWhispered))
Game = _msg.replace(_regGameNameWhispered, "$3");
if(Game != "")
{
_leaderFound = true;
break;
}
}
// checking if the _msg is from the friend list
if(_msg.toLowerCase().lastIndexOf(": " + LeaderAccountName.toLowerCase() + ",") > -1)
{
_leaderFound = true;
_regOffline = /^.*(offline|desconectado).*$/gi;
_regInChat = /^.*(channel|canale?)\s*([\w\s-]*\w)\.?\s*$/gi;
_regGameName = /^.*(game|partie|spiel|partita|partida)\s*([\w\s-]*\w)\s*\(priv[^\)]*\)\.\s*$/gi;
if(_msg.match(_regOffline))
SetStatusText("ÿc8Leader is currently offline.");
else if(_msg.match(_regInChat))
SetStatusText("ÿc8Waiting for leader to create a game.");
else if(_msg.match(_regGameName))
Game = _msg.replace(_regGameName, "$2");
break;
}
}
if(!_leaderFound)
{
DebugInOOG("I couldn't find the leader in my friend list!");
SetStatusText("ÿc8Leader not found.");
}
if(Game != "")
{
DebugInOOG("Leader is in the game \"" + Game + "\"");
//ControlData.click(ControlData.controls.lobby.button.join);
//Delay(100);
if(!JoinGameAgain)
{
if(Game != SameGame)
{
SetStatusText("ÿc8Joining Game: " + Game);
if(UseCDKeyChangeTrick)
{
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
Delay(1000);
}
ControlData.click(ControlData.controls.lobby.button.join);
Delay (200);
}
else
SetStatusText("ÿc8Waiting for next game...");
}
else
{
SetStatusText("ÿc8Joining Game: " + Game);
if (UseCDKeyChangeTrick)
{
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
Delay(1000);
}
ControlData.click(ControlData.controls.lobby.button.join);
Delay (200);
}
}
}
else
DebugInOOG("I can\'t read the chat!");
if(Game != "")
SameGame = Game;
break;
case 1: // Lobby
if(location.id == 1 && JoinChatAfterGame)
{
Delay(Random(WaitBeforeEnterChatMin, WaitBeforeEnterChatMax));
ControlData.click(ControlData.controls.lobby.button.enterChat);
break;
}
break;
case 2: // Waiting In Line
if(GetTickCount()-LastGameMade > WaitInLineTimeout)
ControlData.click(ControlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
if(!ControlData.get(ControlData.controls.lobby.create.editBox.gameName))
{
ControlData.click(ControlData.controls.lobby.button.join);
Delay (500);
ControlData.click(ControlData.controls.lobby.button.create);
Delay (500);
break;
}
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
locationTimeout(5000, location);
LastGameMade = GetTickCount();
LastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if (Game)
{
ControlData.setText( ControlData.controls.lobby.join.editBox.gameName, Game);
Delay(100);
ControlData.setText( ControlData.controls.lobby.join.editBox.password, GamePassword);
for(var i = 0; i < DelayedJoinChars.length; i++)
{
if(me.charname.toLowerCase() == DelayedJoinChars[i].toLowerCase() || me.account.toLowerCase() == DelayedJoinChars[i].toLowerCase())
{
Delay(MultipleLeecherJoinDelay * i);
break;
}
}
Delay(JoinDelay);
ControlData.click(ControlData.controls.lobby.join.button.joinGame);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
LastGameStatus = 1; // pending join
}
else
{
DebugInOOG("No game to join : cancelling");
me.Cancel(1);
Delay(1000);
}
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
if(ControlData.getCurrentRealmIndex() == me.gatewayid)
{
outputGameLength();
ControlData.click(ControlData.gameTypes[me.playtype]);
}
else
ControlData.click(ControlData.controls.mainMenu.button.gateway);
break;
case 9: // Login
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(LoginDelay);
ControlData.setText(ControlData.controls.login.editBox.accountName, me.account);
sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);
locationTimeout(5000, location);
break;
case 10: // Login Error (this is a fatal error, so stop)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;
case 11: // Unable To Connect
timeoutDelay(UnableToConnectRetry*60*1000, location)
ControlData.click(ControlData.controls.login.unableToConnect.button.ok);
break;
case 12: // Character Select
var _time, _control;
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
for(_time = 0 ; _time < CharacterScreenTimeout ; _time += 500)
{
_control = ControlData.get(ControlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
if(_control && _control.GetText() != undefined)
break;
Delay(500);
}
if(_time < CharacterScreenTimeout)
{
Delay(CharacterSelectDelay);
ControlData.click(ControlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
ControlData.click(ControlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);
// reset last game made, so it doesnt make a game immediately
InGameAt = 0;
setNextGameMake();
}
else
{
ControlData.click(ControlData.controls.characterSelect.button.exit);
timeoutDelay(RealmDownRetry*60*1000, location);
}
break;
case 13: // Realm Down - Character Select screen
ControlData.click(ControlData.controls.characterSelect.button.exit);
timeoutDelay(RealmDownRetry*60*1000, location);
break;
case 14: // Character Select - Disconnected
timeoutDelay(DisconnectedRetry*60*1000, location);
ControlData.click(ControlData.controls.characterSelect.disconnected.button.ok);
break;
case 15: // New Character
break;
case 16: // Character Select - Please Wait popup
if(!locationTimeout(PleaseWaitTimeout, location))
ControlData.click(ControlData.controls.characterSelect.pleaseWait.button.cancel);
break;
case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
ControlData.click(ControlData.controls.lobby.lostConnection.button.ok);
break;
case 18: // D2 Splash
ControlData.click(ControlData.controls.d2Splash.textBox.copyright);
break;
case 19: // Login - Cdkey In Use
timeoutDelay(CdKeyInUseRetry*60*1000, location);
ControlData.click(ControlData.controls.login.cdkeyInUse.button.ok);
break;
case 20: // Single Player - Select Difficulty
ControlData.click(ControlData.singlePlayerDifficulties[me.diff]);
break;
case 21: // Main Menu - Connecting
if(!locationTimeout(ConnectingToBnetTimeout, location))
ControlData.click(ControlData.controls.mainMenu.connecting.button.cancel);
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;
case 23: // Character Select - Connecting
if(!locationTimeout(CharacterScreenTimeout, location))
ControlData.click(ControlData.controls.characterSelect.button.exit);
break;
case 24: // Server Down - not much to do but wait..
break;
case 25: // Lobby - Please Wait
if(!locationTimeout(PleaseWaitTimeout, location))
ControlData.click(ControlData.controls.lobby.pleaseWait.button.cancel);
break;
case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "yE00000Game already exists", 0);
InGameAt = 0;
LastGameStatus = 0;
setNextGameMake();
locationTimeout(15000, location);
break;
case 27: // Gateway Select
ControlData.clickRealmEntry(me.gatewayid);
ControlData.click(ControlData.controls.gateway.button.ok);
break;
case 28: // Lobby - Game Does Not Exist
InGameAt = Random(GameDoesNotExistDelayMin, GameDoesNotExistDelayMax);
LastGameStatus = 0;
setNextGameMake();
locationTimeout(GameDoesNotExistTimeout, location);
break;
default:
DebugInOOG("Unhandled location : "+location.id);
break;
}
//DebugInOOG("Location : "+location.id);
}
function sendEventToOOG(locationId, statusString, pendingTime)
{
return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
}
function setNextGameMake()
{
LastGameMade = GetTickCount();
NextGameMake = LastGameMade + CreateGameThreshold + Random(0-CreateGameThresholdRandom, CreateGameThresholdRandom) + InGameAt;
InGameAt = 0;
ChatActionsDone = false;
}
function outputGameLength()
{
if(InGameAt)
{
duration = GetTickCount() - InGameAt;
InGameAt = (duration < GameMinLength ? GameMinLength - duration : 0);
}
}
function locationTimeout(time, location)
{
endtime = GetTickCount() + time;
while(ControlData.getLocation().id == location.id && endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(500);
}
return (ControlData.getLocation().id != location.id);
}
function timeoutDelay(time, location)
{
endtime = GetTickCount() + time;
while(endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(1000);
}
}
function getRandomString(_length)
{
_retString = "";
_charSet = "0123456789abcdefghijklmnopqrstuvwxyz";
while(_length--)
{
_retString += _charSet.charAt(Random(0, _charSet.length-1));
Delay(1);
}
return _retString;
}
function DebugInOOG(logString)
{
if (Debug)
return SendCopyData("D2NT Manager", null, 9<<16, "-- Debug : " + logString);
else
return false;
}
Thanks for helping me out!
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09/28/2011, 13:47
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#3430
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elite*gold: 0
Join Date: Sep 2010
Posts: 118
Received Thanks: 23
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@TobiasM:
I'm not sure but did u try to change "MWConfig_EnterUnsafeTP = true" to "false" in the char-config under
"// ************ Leech and friends by lanara ************" ?
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09/28/2011, 13:57
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#3431
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elite*gold: 0
Join Date: Sep 2011
Posts: 3
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Quote:
Originally Posted by Evil Knievel
@TobiasM:
I'm not sure but did u try to change "MWConfig_EnterUnsafeTP = true" to "false" in the char-config under
"// ************ Leech and friends by lanara ************" ?
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it's set to false by default. Notice I'm running the BaalLeech script and NOT the Fighter.
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09/28/2011, 14:22
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#3432
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elite*gold: 0
Join Date: Jun 2011
Posts: 285
Received Thanks: 185
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Quote:
Originally Posted by TobiasM
it's set to false by default. Notice I'm running the BaalLeech script and NOT the Fighter.
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Do you use the last rev? I'm not sure, if Muddy has worked on the issue and that was one of the reasons for posten the 3rd Rev.
Till Muddy come up with a nice solution, maybe you can solve the problem quick and dirty with a change in the NTBaal.ntj:
Code:
if(NTConfig_PublicMode)
{
if(_monsterCount > 1 && MWConfig_Announcements.BaalThrone)
Say(MWConfig_Announcements.BaalThrone.replace(/%d/gi, _monsterCount));
NTM_MoveTo(me.areaid, 15116, 5068);
_monsterCount = MW_CountMonstersInThrone(20);
if(_monsterCount > 1)
{
if(_monsterCount < 3 && MWConfig_Announcements.BaalTpCold)
Say(MWConfig_Announcements.BaalTpCold.replace(/%d/gi, _monsterCount));
else if(_monsterCount < 6 && MWConfig_Announcements.BaalTpWarm)
Say(MWConfig_Announcements.BaalTpWarm.replace(/%d/gi, _monsterCount));
else if(MWConfig_Announcements.BaalTpHot)
Say(MWConfig_Announcements.BaalTpHot.replace(/%d/gi, _monsterCount));
}
else if(MWConfig_Announcements.BaalTpNone)
Say(MWConfig_Announcements.BaalTpNone);
[highlight]//[/highlight] NTM_MakeTP();
NTA_ClearPosition(25, true, 2);
}
When you set the "//", the leader won't do the unsafe TP at all and only make the safe TP when thron is clear.
If you'll do public runs, also disable the annoucements in the globalconfig...
Code:
// MWConfig_Announcements.BaalThrone = "Tp up, Be careful!";
// MWConfig_Announcements.BaalTpNone = "Tp up, Be careful!";
// MWConfig_Announcements.BaalTpCold = "TP is safe!";
// MWConfig_Announcements.BaalTpWarm = "Tp up, Be careful!";
// MWConfig_Announcements.BaalTpHot = "Tp up, Be careful!";
greets Traycas
PS: not tested because i'm at work, so try by error
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09/28/2011, 15:26
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#3433
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elite*gold: 0
Join Date: Jan 2011
Posts: 43
Received Thanks: 0
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ich schon wieder...
yeahhhhh...jetzt funktioniert Find Item bei meinem Goldbarb. Hab Muddys-Bot nochmal neu gemacht. Keine Ahnung warum es vorher nicht funktioniert hat.
Wie auch immer...wieso hab ich nicht schon früher einen Goldbarb gemacht???
Der is Hammergeil!!! Ich mache zwar "nur" ca. 650k Gold pro game, aber ich hab noch Platz für 6 Lem+Goldträger und eg-Charms.
Sehr emfehlenswert....ich bin wirkich begeistert. Thx Muddy and Traycas:-)
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09/28/2011, 15:55
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#3434
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elite*gold: 0
Join Date: Aug 2011
Posts: 5
Received Thanks: 0
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Ich habe mir jetzt die Leech FAQ durchgelesen und eigentlich auch alles richtig eingestellt.
Jedoch hab ich immernoch das Problem, das mein Leecher dem Leader ins Game folgt & direkt danach das game erfolgreich beendet.
Habe den LeechBaal & Leechdia eingestellt, allerdings macht mein Bot nichts.
...irgendwie ein bisschen komisch, bekomme das ganze nicht so ganz im Griff..
Hat das evtl auch was mit dem Entrypoint zu tun?
Bin grade ein bisschen durcheinander
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09/28/2011, 16:21
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#3435
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elite*gold: 0
Join Date: Jun 2011
Posts: 285
Received Thanks: 185
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Quote:
Originally Posted by n0rt3x
Ich habe mir jetzt die Leech FAQ durchgelesen und eigentlich auch alles richtig eingestellt.
Jedoch hab ich immernoch das Problem, das mein Leecher dem Leader ins Game folgt & direkt danach das game erfolgreich beendet.
Habe den LeechBaal & Leechdia eingestellt, allerdings macht mein Bot nichts.
...irgendwie ein bisschen komisch, bekomme das ganze nicht so ganz im Griff..
Hat das evtl auch was mit dem Entrypoint zu tun?
Bin grade ein bisschen durcheinander 
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Naja, dann gucken wir nochmal das Offensichtliche beim Leecher durch:
1. Dia auf Englisch
2. D2NT-Profil Haken bei -direct -txt
3. EntryPoint NTBotLeech.ntj
4. in der CharConfig unter Current schedule
Code:
MWConfig_Script.push(["NTDiabloLeechFight.ntj", 10]); MWConfig_StartAtStar = true; MWConfig_EnterUnsafeTP = true; NTConfig_PreBuff = true; MWConfig_IgnoreSealOpeningErrors = true; NTConfig_Leader = "LeaderNameGoesHere";
MWConfig_Script.push(["NTBaalLeechFight.ntj", 10]); NTConfig_KillBaal = true; MWConfig_DoBaalPreAttack = true; MWConfig_EnterUnsafeTP = true; NTConfig_Leader = "LeaderNameGoesHere";
in der entsprechenden Reihenfolge wie beim Leader
5. "LeaderNameGoesHere" ersetzt mit richtigem Namen
6. auch in der CharConfig
Code:
NTConfig_PublicMode = true;
7. und nochmal CharConfig
Code:
MWConfig_ExitGameOnMissingPassword = false;
bei Spielen ohne Passwort
8. Leader und Leecher sind gegenseitig in der friendlist
mehr fällt mir jetzt ad hoc nicht ein und so lange kann ich auch keine Pause machen
Gehe es mal durch, fühle dich nicht auf die Füße getreten, ist halt Schritt für Schritt Prüfung...
LG, Traycas
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