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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.
10/01/2011, 13:44
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#3466
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Quote:
Originally Posted by fylson
Hi
Hab gestern nochmal neu runter geladen und als pieckfein nach anleitung runter gerattert, leider immernoch selber fehler bei mir :/, sagt auch immernoch am anfang [am] status not ready und wenn er umloggen könnte all mulis are full. Naja habe jetzt dementsprechend meine pickits geändert das ich ihn ne nacht laufen lassen kann ohne voll zu sein, also nicht so dermaßen tragisch.
Jetzt hab ich noch ne frage. Und zwar habe ich ein Summ Necro, den ich zum botten verwenden möchte. Jedoch ist der bot scheinbar auf einen anderen Spec ausgelegt. Er beschwört zwar Skelette und wiederbelebungen, aber nicht annähernd so viele wie er könnte. Gibt es eine möglichkeit das irgendwo abzuändern? Wenn ja, wie?
Vielen dank im vorraus.
Mfg Fylson
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Schau dich einfach mal genau in deiner Charconfig um, es gibt dort Variablen, mit denen du die Maximale Anzahl an zu beschwörenden Skeletten und Revives festlegen kannst.
Wie die anderen Skills aussehen sollten, kannst du  nachschauen.
Quote:
Originally Posted by b33lz3
Also ich starte den Bot, dann kommt die Nachricht "[AM] Status not ready"
Dann startet der Bot das Spiel, stellt fest, dass der Stashload bei 100% liegt und gibt an: "Auto mule triggered".
Im Manager wird im Common Log festgehalten "[AM] All mules are full!"
Es läuft also also das gleiche Script (z.B. NTBaal.ntj) weiter.
Ich hatte anfangs einen Tippfehler bei der NTConfig_AutoMule.ntl im Account Namen des Mule Accounts, d.h. er konnte beim ersten Versuch gar nicht mulen, da Account Name und Passwort nicht zusammen gepasst haben. Mittlerweile habe ich aber den richtigen Account Namen im Script.
Hier noch meine Configs:
NTConfig_Paladin_hierstehtmeincharname.ntl
Code:
//------------------------------------------------------------------------------
// Automule Configuration
//------------------------------------------------------------------------------
// Set to true to enable auto mule.
MWConfig_Automule.Activated = true;
// The maximum stash load in percent before auto mule is triggered.
MWConfig_Automule.MaxLoad = 90;
// 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");
NTConfig_AutoMule.ntl
Code:
/**
* This file was written by
* Check the programming section for updates and further scripts
* Last Update: 15:45 20.08.2011
*/
function NT_LoadMuleConfig()
{
var _newMule;
Automule.MuleIsFullThreshold = 0.90;
switch(me.account.toLowerCase())
{
//------------------------------------------------------------------------------
// Full account sample - Copy the below case if you'd like to assign a full mule account to your bot char.
// Note: you have to create both the account and the mules yourself before using them for auto mule.
//
case "hiersteht mein charname (im Namen kommt ein "-" vor)": // <-- Enter your bot's account name here. (lower case only!)
Automule.GameName = "hier steht ein Name für das Mulegame"; // Enter the name of your mule game here. Note: don't use the same game for multiple bot chars.
Automule.GameNamePassword = "hier steht mein Passwort"; // Enter the password of your mule game here.
for(var i = 0; i < 4; i++)
{
_newMule = new Mule(); // Create a new mule object. (no need to change anything here)
_newMule.Account = "h*****"; // Enter the name of your mule account here.
_newMule.Password = "a********"; // Enter the password for your mule account here.
_newMule.NipFiles.push("mule/all.nip"); // Enter any number of mule paths here.
_newMule.CharLoc = i; // Enter the the mule's location here. Check the FAQ if you don't know what this is about.
Automule.Mules.push(_newMule); // Add the mule you just created. (no need to change anything here)
}
break;
//
//
//------------------------------------------------------------------------------
}
}
// INTERNAL FUNCTIONS
function Mule(acc, pw, loc, nips)
{
this.Account = acc;
this.Password = pw;
this.NipFiles = (!nips || typeof nips != "array") ? new Array() : nips;
this.CharLoc = loc;
this.Load;
}
MWConfig_GlobalSettings.ntl
Code:
//------------------------------------------------------------------------------
// 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 = true;
Woran erkenne ich im Tooltipp, dass meine chars als voll hervorgehen?
Danke schonmal^^
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Da muss der Accountname deines Bot Chars stehen, nicht der Name des Chars. Wobei das auch eigentlich recht eindeutig aus der Standardconfig hervorgeht. Der Accountname ist konstant, während der Charname dem des aktuellen Mulis entspricht, darum würde es überhaupt keinen Sinn machen, dort den Charnamen zu überprüfen.
Achja, und der Tooltip sollte in etwa so aussehen:
LG
Muddy
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10/01/2011, 14:05
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#3467
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Quote:
Originally Posted by Muddy_Waters
Schau dich einfach mal genau in deiner Charconfig um, es gibt dort Variablen, mit denen du die Maximale Anzahl an zu beschwörenden Skeletten und Revives festlegen kannst.
Wie die anderen Skills aussehen sollten, kannst du  nachschauen.
Da muss der Accountname deines Bot Chars stehen, nicht der Name des Chars. Wobei das auch eigentlich recht eindeutig aus der Standardconfig hervorgeht. Der Accountname ist konstant, während der Charname dem des aktuellen Mulis entspricht, darum würde es überhaupt keinen Sinn machen, dort den Charnamen zu überprüfen.
Achja, und der Tooltip sollte in etwa so aussehen:
LG
Muddy
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Ich bin so hohl, einfach und doch so schwer, ich hab auhc meinen bot namen hingeschrieben, vielen dank, jetzt funktionierts ^^
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10/01/2011, 14:15
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#3468
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Quote:
Originally Posted by fylson
Ich bin so hohl, einfach und doch so schwer, ich hab auhc meinen bot namen hingeschrieben, vielen dank, jetzt funktionierts ^^
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Jo jetzt klappts auch bei mir, danke Muddy und sry^^
Aber nochmal ne kleine Frage nebenbei, mit welchem Programm öffnest du die Tooltip Dateien?
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10/01/2011, 14:29
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#3469
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Hi,
hab folgendes Problem:
immer wenn im CS oder bei Baal ein monster trotz infy immun gegen blitz ist, überspringt meine sorc ihn einfach, hier mal die einstellungen in der char config:
PHP Code:
// 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] = -1; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = 49; // Primary skill to bosses.
NTConfig_AttackSkill[2] = 49; // Primary untimed skill to boss. Set to -1 to deactivate.
NTConfig_AttackSkill[3] = 49; // Primary skill to others.
NTConfig_AttackSkill[4] = 49; // Primary untimed skill to others. Set to -1 to deactivate.
NTConfig_AttackSkill[5] = 49; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = 49; // Secondary untimed skill. Set to -1 to deactivate.
NTConfig_AttackSkill[7] = 49; // 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 = 50;
// 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 = [];
// 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] = 49; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = 49; // Untimed Skill to be used against user defined immunes.
bei Baal wenn es in der Wave 5 ist denk sie er sei tod und schreibt die Nachricht "kill Baal", hab schon rumprobiert aber nichts hatte erfolg, btw hab mit sufu nichts gefunden das mir helfen konnte
ich bedank mich dann schonmal für euere Hilfe
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10/01/2011, 15:02
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#3470
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Quote:
Originally Posted by b33lz3
Jo jetzt klappts auch bei mir, danke Muddy und sry^^
Aber nochmal ne kleine Frage nebenbei, mit welchem Programm öffnest du die Tooltip Dateien?
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Einfach mouseover im d2nt manager
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10/01/2011, 17:09
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#3471
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huhu hab mich in den letzten tagen mal in dein release bissl beschäftigt und siehe da chicken rate von ca 30% auf unter 5% gesenkt danke
So nun meine frage gibt es eigentlich die möglichkeit beim mulen das er nicht immer wieder erst die vollen mules öffnet?
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10/01/2011, 18:05
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#3472
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Hi
Ich hab da nochmal ne frage (hoffe ich nerve nicht), hab jetzt gerade mal 3 bots am laufen und ich sag mal so ca alle 10 games freezed einer der leecher (Keine Rückmeldung). Gibts ne möglichkeit das er das fenster alleine schliesst und neu startet? Oder muss ich das per hand machen?
Bei zu zweit in einem game hatte ich solche fehler nicht.
Vielen Dank im Vorraus
Mfg Fylson
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10/01/2011, 19:49
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#3473
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Hallo zusammen, ich habe bereits vor ein paar tagen im release vom precessing monitor geschrieben, jedoch keine antwort bekommen also hoffe ich mir kann hier jemand helfen.
seit ich rev 3 benütze (inzwischen wieder rev2 jedoch ist das problem nicht behoben) habe ich extrem viel freezes .. ich benütze den processinmonotor. ca. all 1-2 stunden hab ich nen freez (keine rückmeldung) den ich aber manuell schliessen muss (er wird also nicht vom processingmonotor geschlossen) desweiteren habe ich auf ca. 100 runs bei meinen 2 bots um die 27 restarts .. die freezes sind meist nur bei meinem 2. gestarteten bot. kann mir hier jemand weiterhelfen?
da ich nicht weiss was ihr alles zur fehleranalys benötigt poste ich einfach mal alles :P
vielen dank
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10/01/2011, 22:19
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#3474
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Quote:
Originally Posted by Germanier
Hi,
hab folgendes Problem:
immer wenn im CS oder bei Baal ein monster trotz infy immun gegen blitz ist, überspringt meine sorc ihn einfach, hier mal die einstellungen in der char config.....
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Steht doch eigentlich alles da:
PHP Code:
// 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] = 49; // Skill to be used against user defined immunes. NTConfig_AttackSkill[9] = 49; // Untimed Skill to be used against user defined immunes.
Entweder du ändertst den Punkt "NTConfig_BehaviourOnImmuneMonster = 3;" auf z.B. "1" oder du beachtest den Kommentar " 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]" und verwendest als alternativ Skill nich auch noch Lightning (Skill "49") sonder vielleicht Telekinese, damit das Monster gestunnt wird und dein Merc es plätten kann. Dann müsstest du eventuell auch noch die Zeit, die der Bot maximal mit einem Monster kämpfen darf erhöhen. Steht auch irgendwo in der Char-Konfig-Datei.
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10/01/2011, 22:36
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#3475
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Quote:
Originally Posted by Germanier
Hi,
hab folgendes Problem:
immer wenn im CS oder bei Baal ein monster trotz infy immun gegen blitz ist, überspringt meine sorc ihn einfach, hier mal die einstellungen in der char config:
PHP Code:
// 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 = [];
bei Baal wenn es in der Wave 5 ist denk sie er sei tod und schreibt die Nachricht "kill Baal", hab schon rumprobiert aber nichts hatte erfolg, btw hab mit sufu nichts gefunden das mir helfen konnte
ich bedank mich dann schonmal für euere Hilfe
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Ich würde aber auch noch einen Skill unter "MWConfig_CheckImmunitySkills" eintragen. Er macht sonst natürlich nix 
Beispielsweise MWConfig_CheckImmunitySkills = [1]; So checkt er nach der Immunität des Skills, den du als AttackSkill[1] drin hast.
Falls du deine Skillconfig verbessern willst, leg ich dir mal diesen Link zu Muddy's FAQ ans Herz:
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10/02/2011, 06:34
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#3476
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Hi,
Ich hab mich jetzt schon über eine Stunde damit befasst, wie ich den XML Itemlog einstelle, aber ich kann nichts dazu finden. Es steht zwar da, das muddys d2nt ihn unterstützt, aber ich kann nichts in der Char cfg oder sonst wo finden. Ich habe zwar das hier gefunden  , aber ich bin mir nicht sicher ob das hier aktuell ist und ob ich damit nicht das ganze Programm durch einander würfel weil darin bin ich gut^^
Mfg Joke
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10/02/2011, 10:37
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#3477
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Hab jetzt zum ersten Mal (!!!!) eine Sorc als Teambot erstellt. Mir fällt auf, dass nur die Sorc in meinen Runs immer nach Seis ein OpenSealsFail bekommt. Alle anderen nicht. o.O
Alle Teamchars laufen parallel ohne Fehler, außer die Sorc. War mir bei den Skills nicht ganz sicher. Aber hier mal meine Config:
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)>]);
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
// 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 = "uBs-Chaos"; // 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 = "uBs-Chaos";
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer.
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
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 = 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] = [0,0,0,0,1,1,1,1,1,1];
NTConfig_Columns[1] = [0,0,0,0,1,1,1,1,1,1];
NTConfig_Columns[2] = [0,0,0,0,1,1,1,1,1,1];
NTConfig_Columns[3] = [0,0,0,0,2,1,1,1,1,1];
// 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 = 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 = 1;
MWConfig_BeltColType["mp"].Columns = 1;
MWConfig_BeltColType["rv"].Columns = 2;
// 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("metal/craft.nip");
// NTConfig_NIPFilePath.push("metal/craftpacks.nip");
// NTConfig_NIPFilePath.push("metal/magic.nip");
NTConfig_NIPFilePath.push("metal/misc.nip");
// NTConfig_NIPFilePath.push("metal/rare.nip");
// NTConfig_NIPFilePath.push("metal/sets.nip");
// NTConfig_NIPFilePath.push("metal/sockables.nip");
// NTConfig_NIPFilePath.push("metal/uniques.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 = 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 = true;
// 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;
// Set to true to use Telekinesis to interact tih certain objects
MWConfig_UseTelekinesis = false;
//------------------------------------------------------------------------------
// 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_LIGHTNING; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = MWS_LIGHTNING; // Primary skill to bosses.
NTConfig_AttackSkill[2] = MWS_LIGHTNING; // Primary untimed skill to boss. Set to -1 to deactivate.
NTConfig_AttackSkill[3] = MWS_LIGHTNING; // Primary skill to others.
NTConfig_AttackSkill[4] = MWS_LIGHTNING; // Primary untimed skill to others. Set to -1 to deactivate.
NTConfig_AttackSkill[5] = MWS_LIGHTNING; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = MWS_LIGHTNING; // 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 = 50;
// 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 = [];
// 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 = 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.
// 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
}
Bin grad etwas ratlos.
Interessant wäre auch:
Code:
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; [COLOR="Red"][B]MWConfig_IgnoreSealOpeningErrors = false[/B][/COLOR]; MWConfig_FastDia = true;
das bei den Leechscripts einzubauen. Viel Aufwand?
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10/02/2011, 12:33
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#3478
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elite*gold: 0
Join Date: Jul 2009
Posts: 12
Received Thanks: 4
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besten dank an Onkarion und Evil Knievel
hab beide ratschläge versucht und sie führten zum gewünschten ergebniss.
Quote:
Hab jetzt zum ersten Mal (!!!!) eine Sorc als Teambot erstellt. Mir fällt auf, dass nur die Sorc in meinen Runs immer nach Seis ein OpenSealsFail bekommt. Alle anderen nicht. o.O
Alle Teamchars laufen parallel ohne Fehler, außer die Sorc. War mir bei den Skills nicht ganz sicher. Aber hier mal meine Config:
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könnte sein das es am fcr mangel liegt so war es zumondest bei meiner melee sorc, die hatte das gleiche prob, bei ihr lag es am fcr mangel und ständigem ausweichen dadurch hat sie die position des siegels und deren wächter oft nicht gefunden
Gruß
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10/02/2011, 12:43
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#3479
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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 Germanier
Hi,
hab folgendes Problem:
immer wenn im CS oder bei Baal ein monster trotz infy immun gegen blitz ist, überspringt meine sorc ihn einfach, hier mal die einstellungen in der char config:
PHP Code:
// 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] = -1; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = 49; // Primary skill to bosses.
NTConfig_AttackSkill[2] = 49; // Primary untimed skill to boss. Set to -1 to deactivate.
NTConfig_AttackSkill[3] = 49; // Primary skill to others.
NTConfig_AttackSkill[4] = 49; // Primary untimed skill to others. Set to -1 to deactivate.
NTConfig_AttackSkill[5] = 49; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = 49; // Secondary untimed skill. Set to -1 to deactivate.
NTConfig_AttackSkill[7] = 49; // 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 = 50;
// 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 = [];
// 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] = 49; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = 49; // Untimed Skill to be used against user defined immunes.
bei Baal wenn es in der Wave 5 ist denk sie er sei tod und schreibt die Nachricht "kill Baal", hab schon rumprobiert aber nichts hatte erfolg, btw hab mit sufu nichts gefunden das mir helfen konnte
ich bedank mich dann schonmal für euere Hilfe
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Versuch es mal so:
Code:
// 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 = [1];
// 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 = 1;
NTConfig_AttackSkill[8] = 49; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = 49; // Untimed Skill to be used against user defined immunes.
Quote:
Originally Posted by zacherl16
huhu hab mich in den letzten tagen mal in dein release bissl beschäftigt und siehe da chicken rate von ca 30% auf unter 5% gesenkt danke
So nun meine frage gibt es eigentlich die möglichkeit beim mulen das er nicht immer wieder erst die vollen mules öffnet?
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Ich verstehe die Frage nicht, genau das macht die Automule Funktion eigentlich automatisch.
Quote:
Originally Posted by jokeffect
Hi,
Ich hab mich jetzt schon über eine Stunde damit befasst, wie ich den XML Itemlog einstelle, aber ich kann nichts dazu finden. Es steht zwar da, das muddys d2nt ihn unterstützt, aber ich kann nichts in der Char cfg oder sonst wo finden. Ich habe zwar das hier gefunden  , aber ich bin mir nicht sicher ob das hier aktuell ist und ob ich damit nicht das ganze Programm durch einander würfel weil darin bin ich gut^^
Mfg Joke
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Du setzt die entsprechende Variable in der globalen Config auf true:
Code:
//------------------------------------------------------------------------------
// 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 = true;
Des Weiteren musst du noch den Default Ordner im Logs Ordner kopieren und entsprechend deines Charnamens umbenennen. Wobei du dazu auch Informationen im Startpost findest.
Quote:
Originally Posted by mirkoregge
Hab jetzt zum ersten Mal (!!!!) eine Sorc als Teambot erstellt. Mir fällt auf, dass nur die Sorc in meinen Runs immer nach Seis ein OpenSealsFail bekommt. Alle anderen nicht. o.O
Alle Teamchars laufen parallel ohne Fehler, außer die Sorc. War mir bei den Skills nicht ganz sicher. Aber hier mal meine Config:
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)>]);
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
// 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 = "uBs-Chaos"; // 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 = "uBs-Chaos";
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer.
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
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 = 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] = [0,0,0,0,1,1,1,1,1,1];
NTConfig_Columns[1] = [0,0,0,0,1,1,1,1,1,1];
NTConfig_Columns[2] = [0,0,0,0,1,1,1,1,1,1];
NTConfig_Columns[3] = [0,0,0,0,2,1,1,1,1,1];
// 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 = 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 = 1;
MWConfig_BeltColType["mp"].Columns = 1;
MWConfig_BeltColType["rv"].Columns = 2;
// 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("metal/craft.nip");
// NTConfig_NIPFilePath.push("metal/craftpacks.nip");
// NTConfig_NIPFilePath.push("metal/magic.nip");
NTConfig_NIPFilePath.push("metal/misc.nip");
// NTConfig_NIPFilePath.push("metal/rare.nip");
// NTConfig_NIPFilePath.push("metal/sets.nip");
// NTConfig_NIPFilePath.push("metal/sockables.nip");
// NTConfig_NIPFilePath.push("metal/uniques.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 = 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 = true;
// 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;
// Set to true to use Telekinesis to interact tih certain objects
MWConfig_UseTelekinesis = false;
//------------------------------------------------------------------------------
// 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_LIGHTNING; // This skill is used once whenever attacking a new target. Set to -1 to deactivate.
NTConfig_AttackSkill[1] = MWS_LIGHTNING; // Primary skill to bosses.
NTConfig_AttackSkill[2] = MWS_LIGHTNING; // Primary untimed skill to boss. Set to -1 to deactivate.
NTConfig_AttackSkill[3] = MWS_LIGHTNING; // Primary skill to others.
NTConfig_AttackSkill[4] = MWS_LIGHTNING; // Primary untimed skill to others. Set to -1 to deactivate.
NTConfig_AttackSkill[5] = MWS_LIGHTNING; // Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
NTConfig_AttackSkill[6] = MWS_LIGHTNING; // 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 = 50;
// 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 = [];
// 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 = 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.
// 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
}
Bin grad etwas ratlos.
Interessant wäre auch:
Code:
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; [COLOR="Red"][B]MWConfig_IgnoreSealOpeningErrors = false[/B][/COLOR]; MWConfig_FastDia = true;
das bei den Leechscripts einzubauen. Viel Aufwand?
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Warum das gerade bei der Sorc passiert, kann ich leider auch nicht sagen. Aber die von dir angesprochene Variable habe ich mit der letzten Revision in das LeechFight Script eingefügt.
LG
Muddy
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10/02/2011, 12:54
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#3480
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elite*gold: 0
Join Date: Jan 2009
Posts: 3,170
Received Thanks: 1,191
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Quote:
Originally Posted by Muddy_Waters
Warum das gerade bei der Sorc passiert, kann ich leider auch nicht sagen. Aber die von dir angesprochene Variable habe ich mit der letzten Revision in das LeechFight Script eingefügt.
LG
Muddy
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Oh mann sehe grad, dass ich noch version Rev1 verwende. Muss ich jetzt wieder alles neu einstellen? oder reciht es in der config das hinzuzufügen und das dialeechfight script zu ersetzen?
hab an meiner version schon einiges verändert (nthelper eingefügt und angepasst etc)
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