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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.

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Old 12/20/2011, 20:11   #4951
 
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Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");

var NTConfig_CastStatic;

function NT_LoadConfig()
{
MW_LoadGlobalSettings();

//------------------------------------------------------------------------------
//
// Run Configuration
//
//------------------------------------------------------------------------------

// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
// ***************** Current schedule ******************

MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;

// ************************************************** *** meintest du des so?Nicht wundern bin nit so oft in Foren daher hab ichs mal so gepostet
Xeraphia is offline  
Old 12/20/2011, 20:26   #4952
 
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Quote:
Originally Posted by fghtrt View Post
Richtig, leader + leecher müssen sich gegenseitig in der F-list haben. Das klappt also nicht mit 2 chars auf den gleichen Account. Noch mehr, selbst wenn du mit beiden je getrennte Botgames machst (was geht), sollten sie sich nicht zur gleichen Zeit außerhalb eines Spiels (chat etc.) aufhalten. Dann fliegen beide ausdem B-Net.

Am streßärmsten ist es, auf nem 2. Account einfach nen neuen Char anzulegen. Hochleveln ist dank Bot absolut kein Thema. Mußt halt erstmal irgendwie lvl 25 erreichen damit der kleine in normal Baalruns auch exp bekommt. Aber normalerweise ist Level 90 in max 3 Tagen kein allzu großer Akt.
Um dem kick zu entgehen werde einfach die Sorce nach dem run noch schnell Mephisto und gegebenenfalls noch einen anderen Boss laufen lassen. Wenn sie wieder im channel ist, sollte schon ein neues game offen sein.

Die neue Sorce werde ich einfach schnell lvl1 hell rushen und einpaar diaruns hell manuell mitmachen.

Danke nochmals für die schnelle Hilfe.
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Old 12/20/2011, 20:29   #4953
 
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Quote:
Originally Posted by bottty View Post
wenn der Char aber wieder ein Game eröffnet werden die "mmd "Dateien sofort wieder neu geschrieben -- und zwar nur die ersten 3 !! obwohl der Acc 8 Chars hat
Du solltest immer über die MWToolsEntry.ntj leeren. Dadurch werden die *.mmd immer aktuell gehalten. Das ist wichtig damit der Automule vernünftig funkioniert.

Da es mir aber auch immer wieder passiert genau das NICHT zu machen, habe ich den StahsLogger mit Muddy's kombiniert. Bin auch fast fertig und dann gibts den Release. Man kann dann die Accounts und Chars mit den MuleChars angeben, wie lange sie in einem Spiel bleiben sollen (Thema Chars Permen ) und so kann man von Zeit zu Zeit die *.mmd automatisch alle neu erstellen lassen.
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Old 12/20/2011, 21:34   #4954
 
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Quote:
Originally Posted by Xeraphia View Post
Include("NTBot/char_configsmeintest du des so?Nicht wundern bin nit so oft in Foren daher hab ichs mal so gepostet
Jain wenn du antwortest siehst du oberhalb des Textes die Sachen um den Text zu formatieren, farbig zu machen usw. Dort auf die Raute # klicken fügt so etwas ein: [CODE ] [ / CODE]. Zwischen den beiden eckigen Klammern blinkt der Cursor und dort hinein bitte den gesamten Inhalt deiner Charconfig einfügen, nicht nur die ersten 5 Zeilen. . Normal als Text ist der Inhalt kaum lesbar, der automatische Zeilenumbruch vom Brower macht es noch schlimmer. In einer Codebox erhält das Zeug Syntax-Highlighting, man sieht schnell was Sache ist.
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Old 12/20/2011, 22:53   #4955
 
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Quote:
Originally Posted by fghtrt View Post
Jain wenn du antwortest siehst du oberhalb des Textes die Sachen um den Text zu formatieren, farbig zu machen usw. Dort auf die Raute # klicken fügt so etwas ein: [CODE ] [ / CODE]. Zwischen den beiden eckigen Klammern blinkt der Cursor und dort hinein bitte den gesamten Inhalt deiner Charconfig einfügen, nicht nur die ersten 5 Zeilen. . Normal als Text ist der Inhalt kaum lesbar, der automatische Zeilenumbruch vom Brower macht es noch schlimmer. In einer Codebox erhält das Zeug Syntax-Highlighting, man sieht schnell was Sache ist.
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");

var NTConfig_CastStatic;

function NT_LoadConfig()
{
	MW_LoadGlobalSettings();
	
	//------------------------------------------------------------------------------
	//
	// Run Configuration
	//
	//------------------------------------------------------------------------------
	
	// Use the following syntax for activating botscripts: MWConfig_Script.push([<ScriptName>, <Script runtime in minutes (0 is infinite)>]);
	// ***************** Current schedule ******************

	MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
	
        // *****************************************************
	
	//------------------------------------------------------------------------------
	// Available Scripts
	//------------------------------------------------------------------------------
	/* NOTE:
	// The scripts below are actually commented out; to add a script, copy one of the lines below and add it to the current schedule above. ;)
	// You should also get yourself a decent editor that supports syntax highlighting for JavaScript, I'd recommend Notepad++. (http://notepad-plus-plus.org/download/)
	// *********************** Act I ***********************
	
	MWConfig_Script.push(["NTMausoleum.ntj", 10]); MWConfig_ClearPathSpectypes.Mausoleum = 0; MWConfig_ClearAreaSpectypes.Mausoleum = 0x01; NTConfig_KillBloodRaven = true;
	MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
	MWConfig_Script.push(["NTHole.ntj", 10]); MWConfig_ClearPathSpectypes.Hole = 0; MWConfig_ClearAreaSpectypes.Hole = 0x01; NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
	MWConfig_Script.push(["NTTreehead.ntj", 10]);
	MWConfig_Script.push(["MWColdcrow.ntj", 10]); MWConfig_ClearCaveMode = 0; // 0: Only kill coldcrow; 1: Clear Cave Level 1; 2: Clear both Cave Level 1 & 2
	MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearPathSpectypes.Countess = 0; MWConfig_ClearAreaSpectypes.Countess = 0;
	MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathSpectypes.Pit = 0; MWConfig_ClearAreaSpectypes.Pit = 0x01; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
	MWConfig_Script.push(["NTAndariel.ntj", 10]);
	
	// *********************** Act II **********************
	
	MWConfig_Script.push(["NTRadament.ntj", 10]); MWConfig_ClearPathSpectypes.Radament = 0;
	MWConfig_Script.push(["MWMaggotsLair.ntj", 10]); MWConfig_ClearPathSpectypes.MaggotsLair = 0; MWConfig_ClearAreaSpectypes.MaggotsLair = 0x01;
	MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathSpectypes.AncientTunnels = 0; MWConfig_ClearAreaSpectypes.AncientTunnels = 0x01;
	MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathSpectypes.Summoner = 0;
	MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathSpectypes.Duriel = 0;
	
	// ********************** Act III **********************
	
	MWConfig_Script.push(["MWFlayerJungle.ntj", 10]); MWConfig_ClearAreaSpectypes.FlayerJungle = 0x01;
	MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathSpectypes.KurastSewers = 0;
	MWConfig_Script.push(["MWKurastTemples.ntj", 5]); MWConfig_ClearPathSpectypes.KurastTemples = 0; MWConfig_ClearAreaSpectypes.KurastTemples = 0x01;
	MWConfig_Script.push(["NTTravincal.ntj", 5]);
	MWConfig_Script.push(["NTMephisto.ntj", 5]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
	
	// *********************** Act IV **********************
	
	MWConfig_Script.push(["NTIzual.ntj", 5]); MWConfig_ClearPathSpectypes.Izual = 0;
	MWConfig_Script.push(["MWRiverOfFlame.ntj", 10]); MWConfig_ClearAreaSpectypes.RiverOfFlame = 0x01;
	MWConfig_Script.push(["NTHephasto.ntj", 10]); MWConfig_ClearPathSpectypes.Hephasto = 0;
	MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; MWConfig_IgnoreSealOpeningErrors = false; MWConfig_FastDia = true;
	
	// *********************** Act V ***********************
	
	MWConfig_Script.push(["MWAbbadon.ntj", 10]); MWConfig_ClearPathSpectypes.Abbadon = 0; MWConfig_ClearAreaSpectypes.Abbadon = 0x01;
	MWConfig_Script.push(["MWPitOfAcheron.ntj", 10]); MWConfig_ClearPathSpectypes.PitOfAcheron = 0; MWConfig_ClearAreaSpectypes.PitOfAcheron = 0x01;
	MWConfig_Script.push(["MWInfernalPit.ntj", 10]); MWConfig_ClearPathSpectypes.InfernalPit = 0; MWConfig_ClearAreaSpectypes.InfernalPit = 0x01;
	MWConfig_Script.push(["MWHallsOfPain.ntj", 15]); MWConfig_ClearAreaSpectypes.HallsOfPain = 0x01; MWConfig_ClearHallsOfAnguish = true;
	MWConfig_Script.push(["NTPindleskin.ntj", 5]); NTConfig_NihlathakExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
	MWConfig_Script.push(["NTThreshSocket.ntj", 5]); MWConfig_ClearPathSpectypes.ThreshSocket = 0;
	MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); MWConfig_ClearPathSpectypes.FrozenRiver = 0; MWConfig_ClearAreaSpectypes.FrozenRiver = 0x01;
	MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); MWConfig_ClearPathSpectypes.GlacialTrail = 0; MWConfig_ClearAreaSpectypes.GlacialTrail = 0x01; 
	MWConfig_Script.push(["NTIcyCellar.ntj", 5]); MWConfig_ClearPathSpectypes.IcyCellar = 0; MWConfig_ClearAreaSpectypes.IcyCellar = 0x01;
	MWConfig_Script.push(["NTNihlathak.ntj", 5]); MWConfig_ClearPathSpectypes.Nihlathak = 0; NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
	MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_ClearAreaSpectypes.WorldstoneKeep = 0x01; MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true;
	MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true; MWConfig_ClearPathSpectypes.Baal = 0;
	
	// *********************** Misc ************************
	
	MWConfig_Script.push(["MWAuraStack.ntj", 10]); MWConfig_StackRepetitions = 100; MWConfig_ResetMercWeaponAfterStacking = false;
	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 = true;		// 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] = [1,1,1,1,1,1,2,0,0,0];
	NTConfig_Columns[1] = [1,1,1,1,1,1,0,0,0,0];
	NTConfig_Columns[2] = [1,1,1,1,1,1,0,0,0,0];
	NTConfig_Columns[3] = [1,1,1,1,1,1,0,0,0,0];
	
	// 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 = 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");
	
	//------------------------------------------------------------------------------
	// 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 = true;
	
	//------------------------------------------------------------------------------
	// General Configuration
	//------------------------------------------------------------------------------
	
	// Set to true to activate public mode. By activating public mode, your char will form a party, open TPs and do some chat outputs when running certain bot scripts.
	NTConfig_PublicMode = false;

	// Set to true to exit the game instantly if the game is public. This may happen sometimes due to an error pasting the password correctly.
	MWConfig_ExitGameOnMissingPassword = 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;

	// Use Telekinesis to interact with certain objects. 0: Don't use Telekinesis; 1: Item pick up only; 2: Items and containers; 3: Whenever possible
	MWConfig_UseTelekinesisMode = 2;
	
	//------------------------------------------------------------------------------
	// 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;
	
	// Set this to true to force your bot to swap slots before precast. In case you are using CTA, set this to false.
	MWConfig_SwitchSlotsForPrecast = false;
	
	//------------------------------------------------------------------------------
	// 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_METEOR;			// This skill is used once whenever attacking a new target. Set to -1 to deactivate.
	NTConfig_AttackSkill[1] = MWS_FROZEN_ORB;		// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_FROZEN_ORB;		// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_METEOR;			// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = MWS_FIRE_BALL;		// Secondary untimed skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[7] = MWS_ICE_BLAST;		// 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
}
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Old 12/20/2011, 23:37   #4956
 
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Quote:
Originally Posted by Xeraphia View Post
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] = MWS_METEOR;			// This skill is used once whenever attacking a new target. Set to -1 to deactivate.
	NTConfig_AttackSkill[1] = MWS_FROZEN_ORB;		// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_FROZEN_ORB;		// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_METEOR;			// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = MWS_FIRE_BALL;		// Secondary untimed skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[7] = MWS_ICE_BLAST;		// 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;
	

	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.
	

}

Beim schnellen Drübergucken habe ich nichts wirklich Gravierendes (Syntaxfehler) entdecken können. Einzig die Attack-Config kommt mir etwas merkwürdig vor. Ich habe allerdings keine Sorc die Meteor beherrscht, kann also nicht nachprüfen ob der Bot sich daran stößt. Du hast im Moment so eingestellt daß immer (egal ob das Monster immun ist oder nicht) Meteor und Frozen Orb gecastet wird, garniert mit Feuerball als untimed Skill. Bei meiner Hydra/Gletschernadel-Sorc sieht das Ganze so aus
Code:
	// 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] = MWS_HYDRA;			// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_HYDRA;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_GLACIAL_SPIKE;	// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = -1;					// 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.
Große Preisfrage ist jetzt, ist Meteor oder Frozen Orb dein Hauptangriff, ich tippe mal auf Meteor.

Dann sollte deine Angriffskonfig so aussehen:
Code:
	// 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] = MWS_METEOR;			// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_METEOR;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_FROZEN_ORB;	// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = MWS_ICE_BOLT;					// 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.
Versuche mal ob das so funktioniert. Bei Punkt 6 habe ich Ice Bolt gewählt weil das ne Synergie zu Frozen Orb ist und das deshalb vermutlich geskillt ist. Kannst dort auch GLACIAL_SPIKE oder ICE_BLAST benutzen. Weiter unten hast du übrigens eingestellt daß bei Viechern die feuer- und eisimmun sind (Gräfin wäre so n Kandidat) Statik benutzt werden soll, grundsätzlich ok, der Bot portet dabei aber direkt neben das betreffende Monster, das kann auch mitten in der umgebenden Monsterhorde sein...

Hoffen wir mal daß es die Angriffskombi war, ansonsten hätte ich nämlich keinen wirklichen Einfall mehr.
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Old 12/21/2011, 00:08   #4957
 
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Quote:
Originally Posted by fghtrt View Post
Beim schnellen Drübergucken habe ich nichts wirklich Gravierendes (Syntaxfehler) entdecken können. Einzig die Attack-Config kommt mir etwas merkwürdig vor. Ich habe allerdings keine Sorc die Meteor beherrscht, kann also nicht nachprüfen ob der Bot sich daran stößt. Du hast im Moment so eingestellt daß immer (egal ob das Monster immun ist oder nicht) Meteor und Frozen Orb gecastet wird, garniert mit Feuerball als untimed Skill. Bei meiner Hydra/Gletschernadel-Sorc sieht das Ganze so aus
Code:
	// 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] = MWS_HYDRA;			// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_HYDRA;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_GLACIAL_SPIKE;	// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = -1;					// 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.
Große Preisfrage ist jetzt, ist Meteor oder Frozen Orb dein Hauptangriff, ich tippe mal auf Meteor.

Dann sollte deine Angriffskonfig so aussehen:
Code:
	// 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] = MWS_METEOR;			// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to -1 to deactivate.
	NTConfig_AttackSkill[3] = MWS_METEOR;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = MWS_FROZEN_ORB;	// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = MWS_ICE_BOLT;					// 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.
Versuche mal ob das so funktioniert. Bei Punkt 6 habe ich Ice Bolt gewählt weil das ne Synergie zu Frozen Orb ist und das deshalb vermutlich geskillt ist. Kannst dort auch GLACIAL_SPIKE oder ICE_BLAST benutzen. Weiter unten hast du übrigens eingestellt daß bei Viechern die feuer- und eisimmun sind (Gräfin wäre so n Kandidat) Statik benutzt werden soll, grundsätzlich ok, der Bot portet dabei aber direkt neben das betreffende Monster, das kann auch mitten in der umgebenden Monsterhorde sein...

Hoffen wir mal daß es die Angriffskombi war, ansonsten hätte ich nämlich keinen wirklichen Einfall mehr.
Es sollte ne Light sorc werde O.O wo sind meine Lightskillz hin??? Muss ich nicht verstehen aber is ja ne Kleinigkeit, ich werde es morgen mal testen und werde dann sehen. wenn du lust hast kannst du mir ja auch ne Rota für ne Blitzsorc posten wenn dich da schon so auskennst ^^^#

mfg Xeraphia
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Old 12/21/2011, 03:06   #4958
 
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habe mal wieder einen goldbarb gemacht. funktioniert auch recht gut, aber:
er lootet viel zu schnell, und deswegen habe ich extrem viele failed to loot. Jemand ne lösung?
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Old 12/21/2011, 03:53   #4959
 
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Quote:
Originally Posted by Xeraphia View Post
Es sollte ne Light sorc werde O.O wo sind meine Lightskillz hin??? Muss ich nicht verstehen aber is ja ne Kleinigkeit, ich werde es morgen mal testen und werde dann sehen. wenn du lust hast kannst du mir ja auch ne Rota für ne Blitzsorc posten wenn dich da schon so auskennst ^^^#

mfg Xeraphia
Vielleicht hattest du ne falsche Datei hier reinkopiert? Aber Lightsorc, np:
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] = 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_CHAIN_LIGHTNING;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_LIGHTNING;			// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = -1;					// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = -1;					// 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.
Das ist meine Config der Lightning/Chainlightning sorc. für sowas ist immer auch immer ein Blick in die FAQ wert:

Quote:
Originally Posted by getgoodson View Post
habe mal wieder einen goldbarb gemacht. funktioniert auch recht gut, aber:
er lootet viel zu schnell, und deswegen habe ich extrem viele failed to loot. Jemand ne lösung?
Hast in der globalen Charconfig daran was geändert:
Code:
	
	// This is the delay in milliseconds before picking up items. Do not set this too low!
	NTConfig_SnagDelay = 750;
Ich habs auf 250 stehen und habe eigentlich keine Probleme bemerkt.
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Old 12/21/2011, 07:18   #4960
 
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Quote:
Originally Posted by getgoodson View Post
habe mal wieder einen goldbarb gemacht. funktioniert auch recht gut, aber:
er lootet viel zu schnell, und deswegen habe ich extrem viele failed to loot. Jemand ne lösung?
Das ist mir auch aufgefallen, ich habe dann nach jedem Finditem einfach ein Delay eingefügt, dann läuft es bei mir ohne Probleme!
In der MWLoot.ntl in Zeile 214:
Code:
						if(_lootableCorpse.IsAttackable() || !MWL_CheckLootStatus(_lootableCorpse))
							break;
					
						NTC_CastSkill(MWS_FIND_ITEM, NTC_HAND_RIGHT, _lootableCorpse);
						[B]NTC_Delay(500);[/B]
						
						if(j == 5 || j == 10) // Reposition
						{
							if(!NTM_MoveTo(me.areaid, _lootableCorpse.x, _lootableCorpse.y, 1, false, 0, false))
								j = 20;
						}
Hier ist noch die Quelle dazu, wo BigFatMonster gefragt hat und Muddy geantwortet:
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Old 12/21/2011, 07:51   #4961
 
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Hallo, ich hätte mal 2 fragen zur rev4

ist es beabsichtigt das dort die keys&organs.nip fehlt,
weil ich beim erstellen eines Touch farm chars festellen musste das er keine keys aufhebt und nach anfügen er dies tat.

Dann habe ich noch ein Problem, beim angeben das mein Char "OP Name" (in NTBot.ntj eingestellt)
joinen soll macht er die nicht und gibt im allgemeinen chat obere komando zeile nur den hinweiß "chat deaktiviert"
danach erstellt er dann das game und startet,
jedoche mein Leecher Char dem ich die in der NTBotLeech.ntj zugewiesen habe
Joind einwandfrei den "OP Name", mache ich dort evtl. irgendwas falsch?

Gruß
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Old 12/21/2011, 09:51   #4962
 
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Quote:
Originally Posted by TheCrazy11 View Post
Du setzt deine Lösung an der falschen Stelle an.
Er würde sie aufnehmen, wenn sie vom Botchar weggemult werden...
Um das zu erreichen musst du deine Charconfig anpassen:
Code:
	// Define which items are not to be touched when muling.
	MWConfig_Automule.DontMule.push("mule/dont_mule.nip");
	[B]//MWConfig_Automule.DontMule.push("mule/gems.nip");[/B]
Wenn du das änderst und deine all.nip wieder zurückänderst, sollten auch deine PGs gemult werden!
Hah wer lesen kann ...... vielen viele Dank
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Old 12/21/2011, 10:12   #4963
 
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Jemand was gehört?


Quote:
Originally Posted by cspr View Post
Geht Aura Stacking in 113d noch?
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Old 12/21/2011, 12:20   #4964
 
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[QUOTE=fghtrt;14415217]Vielleicht hattest du ne falsche Datei hier reinkopiert? Aber Lightsorc, np:
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] = 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_CHAIN_LIGHTNING;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_LIGHTNING;			// Primary untimed skill to others. Set to -1 to deactivate.
	NTConfig_AttackSkill[5] = -1;					// Secondary skill in case monster is immune to primary skill. Set to -1 to deactivate.
	NTConfig_AttackSkill[6] = -1;					// 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.
Das ist meine Config der Lightning/Chainlightning sorc. für sowas ist immer auch immer ein Blick in die FAQ wert:


habe jetzt auch die attackskills geändert und trotzdem das problem das er sagt da ist etwas undefinierbar... Solangsam nervts a wenig^^

mfg. Xeraphia
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Old 12/21/2011, 12:41   #4965
 
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Quote:
Originally Posted by TheCrazy11 View Post
Das ist mir auch aufgefallen, ich habe dann nach jedem Finditem einfach ein Delay eingefügt, dann läuft es bei mir ohne Probleme!
In der MWLoot.ntl in Zeile 214:
Code:
						if(_lootableCorpse.IsAttackable() || !MWL_CheckLootStatus(_lootableCorpse))
							break;
					
						NTC_CastSkill(MWS_FIND_ITEM, NTC_HAND_RIGHT, _lootableCorpse);
						[B]NTC_Delay(500);[/B]
						
						if(j == 5 || j == 10) // Reposition
						{
							if(!NTM_MoveTo(me.areaid, _lootableCorpse.x, _lootableCorpse.y, 1, false, 0, false))
								j = 20;
						}
Hier ist noch die Quelle dazu, wo BigFatMonster gefragt hat und Muddy geantwortet:
thx, klappt. war genau, was ich brauchte. danke
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