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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.
05/12/2011, 10:26
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#1861
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Join Date: Mar 2008
Posts: 23
Received Thanks: 7
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Quote:
Originally Posted by Bashtour
Alsooooo ich hab mal alles geamcht wies sein soll lief auf genau 1 mal mit fehlermeldung weil config falsch benannt kein Problem schnell behoben doch dann krieg ich 3 mal nacheinander nen Game error also hab ichs alles gelöscht und wollt ma fragen muss ich dia neu aufsetzen und dann is das Weg oder gibts da auch nen anderen weg Mfg
Danke für Antworten wie immer im Vorraus 
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Haste Dia auf Englisch ?
Wie haste es auf Englisch gestellt ?
Führste den Bot mit Adminrechten aus ?
Post mal den Fehlercode.
lg
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05/12/2011, 10:52
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#1862
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1. Verknüpfung: mit " -direct -w -skiptobnet -txt" belegt.
2. Ja, im Admin-Modus
3. Fehler: Location: , line #2245, Expression: Unrecoverable internal error 6fb422e5
(Im Inventar liegt ein großer Zauber, sobald der char/bot z.b. zur Mala geht und somit sein Inventarmaske öffnet, crasht das game!
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05/12/2011, 11:08
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#1863
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Neues Problem:
Sobald der Bot im Game ist, erscheint oben mittig [MWNT 1.2] Updating Your XML Log .
Uploaded with
Was muss ich tun, damit der Bot wieder läuft?
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05/12/2011, 11:43
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#1864
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wenn ich mich nicht irre hast du einen Fehler in der PickIt.
Lass doch mal den Nip-Check aus dem zweiten Post laufen, und dann sagt der dir ziemlich sehr genau wo deine PickIt Dateien einen Fehler haben
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05/12/2011, 11:58
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#1865
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Nip-Check ?
NTItemParser.ntl
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 12/17/2010
*
* New Keyword added: [MaxQuantity]
* This Keyword must not be placed anywhere except the very beginning of a line in a nip file!
* Any operator except '==' is invalid for [MaxQuantity]!
* Example: [MaxQuantity] == 3 && [Name] = KeyOfDestruction
*/
/*
[Item-parser Syntax Information]
1. [Keyword] separates into two groups
- [Property Keywords] : [Type], [Name], [Class], [Quality], [Flag], [Level], [Prefix], [Suffix]
- [Stat Keywords] : [Number or Alias]
2. [Keyword] must be surrounded by '[' and ']'
3. [Property Keywords] must be placed first
4. Insert '#' symbol between [Property Keywords] and [Stat Keywords]
5. Use '+', '-', '*', '/', '(', ')', '&&', '||', '>', '>=', '<', '<=', '==', '!=' symbols for comparison
6. Use '//' symbol for comment
*/
Include("libs/common/NTItemAlias.ntl");
var _NTIP_CheckList = new Array();
function NTIPOpenFile(filepath)
{
var _nipfile;
var _line;
var _filename, _lineCount, _buffer;
_lineCount = 0;
_nipfile = FileOpen(filepath, 0);
_filename = filepath.split("/")[filepath.split("/").length - 1];
if(!_nipfile)
return false;
//MWC_WriteToTextfile("NEW FILE: " + filepath, "Test.txt", 1);
while(!_nipfile.eof)
{
_lineCount++;
_buffer = _nipfile.ReadLine();
_line = NTIPParseLineInt(_buffer);
if(_line)
{
_line.push("/" + filepath.split("/")[filepath.split("/").length - 2] + "/" + _filename);
_line.push(_lineCount);
_line.push(_buffer);
//MWC_WriteToTextfile(_buffer, "Test.txt", 2);
//MWC_WriteToTextfile(_line[0] + "&&" + _line[1], "Test.txt", 2);
_NTIP_CheckList.push(_line);
}
}
_nipfile.Close();
return true;
}
function NTIPCheckItem(item, checkQuantity, nipDebug)
{
var i;
var _identified;
var _result = 0;
var _quantity, _quantityString, _replacedCheckListItem, _specs;
_identified = item.itemflag & 0x10;
if(arguments.length < 2)
checkQuantity = false;
if(arguments.length < 3)
nipDebug = false;
for(i = 0 ; i < _NTIP_CheckList.length ; i++)
{
if(_NTIP_CheckList[i][0].length > 0)
{
if(_NTIP_CheckList[i][0].indexOf("maxquantity") == -1)
{
if(eval(_NTIP_CheckList[i][0]))
{
if(_NTIP_CheckList[i][1].length > 0)
{
if(eval(_NTIP_CheckList[i][1]))
{
if(nipDebug)
return new Array(1, _NTIP_CheckList[i][2], _NTIP_CheckList[i][3], _NTIP_CheckList[i][4], _NTIP_CheckList[i][0] + " && " + _NTIP_CheckList[i][1]);
return 1;
}
else if(!_identified && _result == 0)
_result = -1;
}
else
{
if(nipDebug)
return new Array(1, _NTIP_CheckList[i][2], _NTIP_CheckList[i][3], _NTIP_CheckList[i][4], _NTIP_CheckList[i][0]);
return 1;
}
}
}
else
{
// Extract the quantity from the string and cast it to integer
_quantityString = _NTIP_CheckList[i][0].split("&&")[0];
for(var n = 0; n < _quantityString.length; n++)
{
if(!isNaN(_quantityString.charAt(n)))
{
_quantity = parseInt(_quantityString.substring(n, _quantityString.length));
break;
}
}
// Remove the quantity definition from the nip string in JavaScript Syntax
_replacedCheckListItem = _NTIP_CheckList[i][0].replace(/maxquantity==\d+&&/gi,"");
if(eval(_replacedCheckListItem))
{
if(_NTIP_CheckList[i][1].length > 0)
{
if(eval(_NTIP_CheckList[i][1]) && (!checkQuantity || MWIPCheckItemQuantity(_quantity, _replacedCheckListItem + "&&" + _NTIP_CheckList[i][1], item.gid)))
{
if(nipDebug)
return new Array(1, _NTIP_CheckList[i][2], _NTIP_CheckList[i][3], _NTIP_CheckList[i][4], _replacedCheckListItem + " && " + _NTIP_CheckList[i][1]);
return 1;
}
else if(!_identified && _result == 0)
_result = -1;
else
_result = 3;
}
else if(!checkQuantity || MWIPCheckItemQuantity(_quantity, _replacedCheckListItem, item.gid))
{
if(nipDebug)
return new Array(1, _NTIP_CheckList[i][2], _NTIP_CheckList[i][3], _NTIP_CheckList[i][4], _replacedCheckListItem);
return 1;
}
else
_result = 3;
}
}
}
else if(_NTIP_CheckList[i][1].length > 0)
{
if(eval(_NTIP_CheckList[i][1]))
return 1;
else if(!_identified && _result == 0)
_result = -1;
}
}
return _result;
}
// Internal function
function NTIPParseLineInt(input)
{
var i;
var _start, _end;
var _section, _keyword;
var _result;
_end = input.indexOf("//");
if(_end != -1)
input = input.substring(0, _end);
input = input.replace(/ |;/g, "").toLowerCase();
if(input.length < 5)
return null;
_result = input.split("#");
if(_result[0] && _result[0].length > 4)
{
_section = _result[0].split("[");
_result[0] = _section[0];
for(i = 1 ; i < _section.length ; i++)
{
_end = _section[i].indexOf("]") + 1;
switch(_section[i][0])
{
case 't':
_result[0] += "item.itemtype";
break;
case 'm':
_result[0] += "maxquantity";
break;
case 'n':
_result[0] += "item.classid";
break;
case 'c':
_result[0] += "item.itemclass";
break;
case 'q':
_result[0] += "item.quality";
break;
case 'f':
if(_section[i][_end] == '!')
_result[0] += "!(item.itemflag&";
else
_result[0] += "(item.itemflag&";
_end += 2;
break;
case 'l':
_result[0] += "item.itemlevel";
break;
case 'p':
_result[0] += "item.itemprefix";
break;
case 's':
_result[0] += "item.itemsuffix";
break;
default:
Print("Unknown Keyword : " + input);
break;
}
for(_start = _end ; _end < _section[i].length ; _end++)
{
if(!NTIPIsSyntaxInt(_section[i][_end]))
break;
}
_result[0] += _section[i].substring(_start, _end);
for(_start = _end ; _end < _section[i].length ; _end++)
{
if(NTIPIsSyntaxInt(_section[i][_end]))
break;
}
_keyword = _section[i].substring(_start, _end);
if(isNaN(_keyword))
{
switch(_section[i][0])
{
case 't':
_result[0] += _NTIPAliasType[_keyword];
break;
case 'n':
_result[0] += _NTIPAliasClassID[_keyword];
break;
case 'c':
_result[0] += _NTIPAliasClass[_keyword];
break;
case 'q':
_result[0] += _NTIPAliasQuality[_keyword];
break;
case 'f':
_result[0] += "0x" + parseInt(_NTIPAliasFlag[_keyword]).toString(16).toUpperCase() + ")";
break;
}
}
else
{
if(_section[i][0] == 'f')
_result[0] += _keyword + ")";
else
_result[0] += _keyword;
}
_result[0] += _section[i].substring(_end);
}
}
else
_result[0] = "";
if(_result[1] && _result[1].length > 4)
{
_section = _result[1].split("[");
_result[1] = _section[0];
for(i = 1 ; i < _section.length ; i++)
{
_end = _section[i].indexOf("]");
_keyword = _section[i].substring(0, _end);
if(isNaN(_keyword))
_result[1] += "item.GetStat(" + _NTIPAliasStat[_keyword] + ")";
else
_result[1] += "item.GetStat(" + _keyword + ")";
_result[1] += _section[i].substring(_end+1);
}
}
else
_result[1] = "";
return _result;
}
function NTIPIsSyntaxInt(ch)
{
return (ch == '!' || ch == '%' || ch == '&' || (ch >= '(' && ch <= '+') || ch == '-' || ch == '/' || (ch >= ':' && ch <= '?') || ch == '|');
}
function MWIPCheckItemQuantity(max, specs, gid)
{
var _items, _count, _specs;
_items = me.GetItems();
_count = 0;
_specs = specs.replace(/item\./gi, "_items[i]."); // Replace the unit's name within the specs as it is not defined in this context
if(_items)
{
for(i = 0 ; i < _items.length ; i++)
{
if(_items[i] && _items[i].mode == 0 && _items[i].gid != gid && eval(_specs))
_count++;
}
}
return _count < max;
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05/12/2011, 12:19
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#1866
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elite*gold: 0
Join Date: Jan 2009
Posts: 7,310
Received Thanks: 2,205
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also, ich komm mit dem shrine catcher nicht ganz klar
Quote:
// Set to true to activate nearby shrines. Shrines will only be activated if it is actually useful.
MWConfig_ActivateNearbyShrines = true;
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es ist nicht useful wenn er den xp-shrine der nicht weit von diablo weg ist erst nimmt nachdem diablo tod ist 
was mach ich falsch?
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05/12/2011, 12:20
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#1867
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elite*gold: 0
Join Date: Nov 2010
Posts: 34
Received Thanks: 27
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@ Morphsepp
Das hat aber nichts mit dem NTItemParser an sich zu tun.
In dieser Schleife greift er auf die PickIts zu.
Wie DeathFromHeaven gemeint hat, den Nip-Check mal drüber laufen lassen
€ Hab mal bei mir nachgesehen: Es sieht um Zeile 92 herum genauso so aus, wie bei dir. Also kein Syntaxfehler.
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05/12/2011, 13:20
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#1868
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Join Date: Aug 2009
Posts: 57
Received Thanks: 1
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Quote:
Originally Posted by Onkarion
@ Morphsepp
Das hat aber nichts mit dem NTItemParser an sich zu tun.
In dieser Schleife greift er auf die PickIts zu.
Wie DeathFromHeaven gemeint hat, den Nip-Check mal drüber laufen lassen
€ Hab mal bei mir nachgesehen: Es sieht um Zeile 92 herum genauso so aus, wie bei dir. Also kein Syntaxfehler.
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... kannst du mir mal deinen magic_rare.nip im spoiler anzeigen.
Danke
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05/12/2011, 13:22
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#1869
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elite*gold: 0
Join Date: Mar 2010
Posts: 539
Received Thanks: 418
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Quote:
Originally Posted by Morphsepp
Neues Problem:
Sobald der Bot im Game ist, erscheint oben mittig [MWNT 1.2] Updating Your XML Log .

Was muss ich tun, damit der Bot wieder läuft?
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Quote:
Originally Posted by Onkarion
@ Morphsepp
Das hat aber nichts mit dem NTItemParser an sich zu tun.
In dieser Schleife greift er auf die PickIts zu.
Wie DeathFromHeaven gemeint hat, den Nip-Check mal drüber laufen lassen
€ Hab mal bei mir nachgesehen: Es sieht um Zeile 92 herum genauso so aus, wie bei dir. Also kein Syntaxfehler.
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Ist ein grober Fehler in der Pickit.
Hatte den gleichen Fehler auch mal, habe dann einfach die hinzugefügten Items wieder entfernt.
Genaueres kann ich leider dazu nicht sagen.
Ich vermute, das durch das XML-Log die PickIts aufgerufen werden und bei einem Fehler in der Pickit kommt dann diese Meldung!
Eventuell nutzt es was, wenn du das XML-Log deaktivierst und dann den Nip.-Check einbaust.
Ohne das Deaktivieren des XML-Logs funktioniert der Nip-Check jedoch nicht!
Quote:
Originally Posted by kal_el
also, ich komm mit dem shrine catcher nicht ganz klar
es ist nicht useful wenn er den xp-shrine der nicht weit von diablo weg ist erst nimmt nachdem diablo tod ist 
was mach ich falsch?
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Ist mir auch schon aufgefallen, mir kommt vor, dass die Shrinesuche erst ausgeführt wird, wenn alles tot ist und er beim Looten ist.
PS: Ich hoffe Muddy ist mir nicht böse, dass ich hier überall meinen Senf dazugebe. Sollte das so sein, bitte kurze Nachricht an mich!
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05/12/2011, 14:17
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#1870
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elite*gold: 0
Join Date: Oct 2007
Posts: 13
Received Thanks: 0
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hier meine charfile:
Code:
/**
* This file was modified by
* Check the programming section for updates and further scripts
* Last Update: 03/02/2011
*
* 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!
*/
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(["NTAndariel.ntj", 10]);
//MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
//MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
//MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
//MWConfig_Script.push(["NTTravincal.ntj", 10]);
//MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = true; MWConfig_MephistoClearArea = true;
//MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *****************************************************
//------------------------------------------------------------------------------
// Available Scripts
//------------------------------------------------------------------------------
/*
// *********************** Act I ***********************
MWConfig_Script.push(["NTMausoleum.ntj", 10]); NTConfig_KillBloodRaven = true;
MWConfig_Script.push(["NTTristram.ntj", 10]); NTConfig_KillRakanishu = true;
MWConfig_Script.push(["NTHole.ntj", 10]); NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTTreehead.ntj", 10]);
MWConfig_Script.push(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTPit.ntj", 10]); MWConfig_ClearPathToPitSpectype = 0; NTConfig_ClearPitLevel1 = 2; // 0 : don't clear, 1 : clear path only, 2 : clear all
MWConfig_Script.push(["NTAndariel.ntj", 10]);
// *********************** Act II **********************
MWConfig_Script.push(["NTRadament.ntj", 10]);
MWConfig_Script.push(["NTColdworm.ntj", 10]);
MWConfig_Script.push(["NTAncientTunnels.ntj", 10]); MWConfig_ClearPathToTunnelsSpectype = 0x01;
MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathToSummonerSpectype = 0;
MWConfig_Script.push(["NTDuriel.ntj", 10]); MWConfig_ClearPathToDurielSpectype = 0x01;
// ********************** Act III **********************
MWConfig_Script.push(["MWFlayerJungle.ntj", 10]);
MWConfig_Script.push(["MWKurastSewers.ntj", 5]); MWConfig_ClearPathToKurastSewersSpectype = 0;
MWConfig_Script.push(["MWKurastTemples.ntj", 5])
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_Script.push(["MWRiverOfFlame.ntj", 10]);
MWConfig_Script.push(["NTHephasto.ntj", 10]);
MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = true; MWConfig_StartAtStar = false; // false: start at entrance, true: start at star
// *********************** Act V ***********************
MWConfig_Script.push(["NTEldritch.ntj", 5]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTThreshSocket.ntj", 5]);
MWConfig_Script.push(["NTFrozenRiver.ntj", 10]); NTConfig_ClearFrozenRiver = false;
MWConfig_Script.push(["NTGlacialTrail.ntj", 10]); NTConfig_ClearGlacialTrail = false;
MWConfig_Script.push(["NTIcyCellar.ntj", 5]); NTConfig_ClearIcyCellar = false;
MWConfig_Script.push(["NTNihlathak.ntj", 5]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
MWConfig_Script.push(["MWWorldstoneKeep.ntj", 10]); MWConfig_SkipLevelOnWitches = true; MWConfig_SkipLevelOnSouls = false; MWConfig_SkipLevelOnDeathLords = true;
MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = true; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
// *********************** Misc ************************
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;
*/
//------------------------------------------------------------------------------
// 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 = 80; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 25; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_MercLifeThresh = 70; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 0; // 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;
//------------------------------------------------------------------------------
// Inventory Configuration
//------------------------------------------------------------------------------
// Number of free columns. If less full columns are free stashing is set.
NTConfig_FreeSpace = 5;
// Each number represents a slot in your inventory.
// Set to 0 if the slot and its content must not be touched.
// Set to 1 to allow access to this slot.
// Set to 2 to select the slot that is used for storing keys. (if keys are kept at another slot, your char will try to move them)
NTConfig_Columns[0] = [0,0,0,0,0,0,0,1,1,1];
NTConfig_Columns[1] = [0,0,0,0,0,0,0,1,1,1];
NTConfig_Columns[2] = [0,0,0,0,0,0,0,1,1,1];
NTConfig_Columns[3] = [0,0,0,0,0,0,0,1,1,1];
// Maximum gold amount carried before going to stash.
NTConfig_MinGoldToStash = 999000;
// Set to true if your char is supposed to carry, buy and pick up keys. You do not need to add keys to your .nip files, they will be picked up anyway if this is set to true.
MWConfig_CarryKeys = false;
//------------------------------------------------------------------------------
// Belt Configuration
//------------------------------------------------------------------------------
// Determine how many columns for each type of potion are used.
// Available types : "hp" = health | "mp" = mana | "rv" = rejuvenation
// The first number indicates how many columns will be used for this type of potion.
// The second number indicates the minimum amount of potions in one column. If there are less potions in a single column when your char is in town, he will is visit a merchant in order to buy potions.
// Unlike in vanilla D2NT, there is no need to specify which column is used for certain type of potion, this will be chosen automatically!
MWConfig_BeltTypeColQuantity["hp"] = [2, 3];
MWConfig_BeltTypeColQuantity["mp"] = [2, 3];
MWConfig_BeltTypeColQuantity["rv"] = [0, 0];
// Visit Town and buy potions if your char lacks mana when trying to loot a corpse or teleport.
MWConfig_BuyPotionsOnLackOfMana = true;
// Set to true to replace low quality potions with higher quality potions that just dropped.
MWConfig_ReplaceLowQualityPotions = true;
//-----------------------------------------------------------------------------------
// NipFile Configuration
//-----------------------------------------------------------------------------------
NTConfig_NIPFilePath.push("private/normal.nip");
NTConfig_NIPFilePath.push("private/magic_rare.nip");
NTConfig_NIPFilePath.push("private/set.nip");
NTConfig_NIPFilePath.push("private/unique.nip");
NTConfig_NIPFilePath.push("private/craft.nip");
NTConfig_NIPFilePath.push("private/temp.nip");
//NTConfig_NIPFilePath.push("private/bluebird.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.
MWConfig_PickItemsInstantly = true;
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
// Set to true to open chests. NOTE: This only affects some super unique chests in certain boss scripts.
NTConfig_OpenChest = false;
// Set to true to open almost any type of container.
MWConfig_OpenAllNearbyChests = false;
// 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 = false;
// Set to true to exit the game when another player expresses hostility towards you.
me.quitonhostile = false;
// This is the maximum time in seconds your char will remain in a single game. Set to 0 to stay in game infinitely.
me.maxgametime = 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 = true;
//------------------------------------------------------------------------------
// 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_CHILLING_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] = 0; // This skill is used once whenever attacking a new target. Set to 0 to deactivate.
NTConfig_AttackSkill[1] = MWS_LIGHTNING; // Primary skill to bosses.
NTConfig_AttackSkill[2] = MWS_LIGHTNING; // Primary untimed skill to boss. Set to 0 to deactivate.
NTConfig_AttackSkill[3] = MWS_CHAIN_LIGHTNING; // Primary skill to others.
NTConfig_AttackSkill[4] = MWS_CHAIN_LIGHTNING; // Primary untimed skill to others. Set to 0 to deactivate.
NTConfig_AttackSkill[5] = 0; // Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
NTConfig_AttackSkill[6] = 0; // Secondary untimed skill. Set to 0 to deactivate.
NTConfig_AttackSkill[7] = 0; // Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed skills. Set to 0 to deactivate.
// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
NTConfig_ClearPosition = true;
// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
MWConfig_ClearBossPosition = false;
// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
MWConfig_AttacksBeforeRepositioning = 20;
// Define a time limit for your attacks for each type of monster.
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster
MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion
MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [0, 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] = 0; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = 0; // 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>);
// 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
}
und hier nochmal zur sicherheit meine config_globalsettings file:
Code:
/**
* This file was written by
* Check the programming section for updates and further scripts
* Last Update: 03/02/2011
*/
Include("libs/common/MWSkills.ntl");
function MW_LoadGlobalSettings()
{
//------------------------------------------------------------------------------
// General Configuration
//------------------------------------------------------------------------------
// Set to true to run sorting algorithm whenever managing your stash.
MWConfig_SortStash = true;
// Set to true to form a party even if public mode is deactivated.
MWConfig_AutoParty = true;
// This is the maximum number of errors that may occur in a single game. If more errors occur, your char will exit the game.
MWConfig_GameErrorLimit = 3;
// This is the delay in milliseconds before the first bot script is loaded.
NTConfig_StartDelay = 500;
// This is the delay in milliseconds on area changes. Do not set this too low!
NTConfig_AreaDelay = 250;
// This is the delay in milliseconds before picking up items. Do not set this too low!
NTConfig_SnagDelay = 250;
// Set to true to enable overhead status messages. NOTE: This will be visible for everyone in the game so you might not want to activate it when doing public games.
MWConfig_ShowOverheadStatus = false;
// Define which negative states on your char require visiting a healer when in town. Set to 0 not to visit a healer.
// 0x02 : Poison
// 0x04 : Amplify Damage
// 0x08 : Weaken
// 0x10 : Iron Maiden
// 0x20 : Decrepify
// 0x40 : Lower Resist
MWConfig_CheckSelfSafeTown = 0;
// Define which negative states on your merc require visiting a healer when in town. Set to 0 not to visit a healer.
// 0x02 : Poison
// 0x04 : Amplify Damage
// 0x08 : Weaken
// 0x10 : Iron Maiden
// 0x20 : Decrepify
// 0x40 : Lower Resist
MWConfig_CheckMercSafeTown = 0;
//------------------------------------------------------------------------------
// Bulletin Board Output Configuration
//------------------------------------------------------------------------------
// Select the path of your output textfile. The file extension .txt is added automatically.
MWConfig_BulletinBoardFilePath = "Logs/BBOutput";
// Select the mode for writing to the output textfile. Use 1 to overwrite the existing content and use 2 to append to the existing content.
MWConfig_BulletinBoardFileMode = 1;
// Define the colors used for replacing the D2 color codes. WARNING: You should not change these if you are not familiar with hexadecimal colors.
MWConfig_BulletinBoardColors["white"] = "#FFFFFF";
MWConfig_BulletinBoardColors["red"] = "#CD0000";
MWConfig_BulletinBoardColors["green"] = "#00FF00";
MWConfig_BulletinBoardColors["blue"] = "#3A5FCD";
MWConfig_BulletinBoardColors["gold"] = "#8B814C";
MWConfig_BulletinBoardColors["gray"] = "#606060";
MWConfig_BulletinBoardColors["orange"] = "#FF8C00";
MWConfig_BulletinBoardColors["yellow"] = "#FFFF00";
//------------------------------------------------------------------------------
// User Defined Commands
//------------------------------------------------------------------------------
// This feature allows you to assign some commands to your numpad.
// The current assignment is shown by pressing "Numpad +".
//
// Command Name Description
// -----------------------------------------------------------------------------
// ShowChickenThresholds Shows your chars current chicken thresholds.
// ShowTotalGoldCarried Shows the amount of gold your char currently carries.
// ShowActiveStates Shows the active states or your char.
// ShowScriptOrder Shows the current bot script schedule.
// ShowStash Shows the current layout of your stash and how many slots are used/unused.
// ClearPosition_X Kills all monsters in a radius of X. NOTE: Will not work while a bot script is running.
// PickItems Check for dropped items. NOTE: Will not work while a bot script is running.
// RevealMap Reveals the automap.
// ShowEnemiesOnMap Shows nearby enemies on automap.
// ShowMisslesOnMap Shows nearby missles on automap.
// ShowKeysCarried Shows how many of each type of key your character currently carries.
// ShowOrgansCarried Shows how many of each type of organ your character currently carries.
// ShowRunesCarried Shows how many runes of each type your character currently carries.
// ShowItemLevel Shows the item level and nip info of a selected item. NOTE: "Selected" means placed in your cube. ;)
// WriteBBOutput Generates BB Code output for a selected item's description. NOTE: "Selected" means placed in your cube. ;)
// -----------------------------------------------------------------------------
// ShowObjectUnits_X Shows the properties of all object units in a radius of X.
// ShowNpcUnits_X Shows the properties of all npc units in a radius of X.
// ShowPlayerUnits_X Shows the properties of all player units in a radius of X.
// ShowItemUnits_X Shows the properties of all item units in a radius of X.
// ShowTileUnits Shows the properties of all nearby tile units.
MWConfig_CommandAssignedToNumpad[0] = "ShowStash";
MWConfig_CommandAssignedToNumpad[1] = "ShowScriptOrder";
MWConfig_CommandAssignedToNumpad[2] = "ShowChickenThresholds";
MWConfig_CommandAssignedToNumpad[3] = "ShowItemLevel";
MWConfig_CommandAssignedToNumpad[4] = "WriteBBOutput";
MWConfig_CommandAssignedToNumpad[5] = "ShowKeysCarried";
MWConfig_CommandAssignedToNumpad[6] = "ShowRunesCarried";
MWConfig_CommandAssignedToNumpad[7] = "ShowMisslesOnMap";
MWConfig_CommandAssignedToNumpad[8] = "ShowEnemiesOnMap";
MWConfig_CommandAssignedToNumpad[9] = "RevealMap";
//------------------------------------------------------------------------------
// World Event Configuration
//------------------------------------------------------------------------------
// Set to true to stop and wait some minutes after receiving "x Stones of Jordan sold to Merchants" message. Your char will switch acts every couple of minutes so he won't be kicked.
MWConfig_CheckSojSales = true;
// Set to true to wait ingame after receiving a "Diablo Walks the Earth" message. Your char will switch acts every couple of minutes so he won't be kicked.
NTConfig_CheckCloneDiablo = true;
// Enter an account name that will be informed about soj sales or world events. Leave empty not to wisper any account.
MWConfig_WorldEventAccount = "";
// This is the time in minutes your char will remain in the game in case of a world event. Set to 0 to wait infinitely.
MWConfig_WorldEventWaitTime = 0;
//------------------------------------------------------------------------------
// Identification Configuration
//------------------------------------------------------------------------------
// Set to true to visit Deckard Cain in order to identify items. NOTE: Cain will not be visited if you char carries items that you like to be kept unidentified.
MWConfig_IdentAtCain = true;
// Set to true to always visit a merchant in order to sell items that are not required. If set to false, the char will drop these items, unless he is visiting a merchant anyway.
MWConfig_AlwaysSellTrashItems = false;
// Set to true to identify items when not in town. Items that do not meet your requirements will be dropped.
MWConfig_IdentAfterPickup = true;
// This is the minimum number of unid items to be carried before your char identifies them when not in town.
MWConfig_MinItemsToIdent = 6;
//------------------------------------------------------------------------------
// 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.
MWConfig_UseXMLItemlog = false;
// Set to true to activate Nip debug mode. The Nip debug mode adds additional information to the item tooltips in the manager's item log that tells you exactly why an item was kept.
MWConfig_NipDebugMode = true;
// Set to true to log items in manager's log that were not required and therefore sold. NOTE: You should definately set this to false when running multiple bots. Use the XML log instead in order to keep track of sold items. ;)
MWConfig_LogSoldItems = false;
// Set to true to print how much gold was picked up during the last script after it is finished.
MWConfig_ShowGoldPickupsPerScript = false;
// Set to true to show a pick up message for gold.
MWConfig_ShowGoldPickups = false;
// Set to true to show a pick up message for potions.
MWConfig_ShowPotionPickups = false;
// Set to true to log to txt when using the stashlog feature.
MWConfig_LogStashToTxt = true;
// This is the number of the lowest rune to be logged in the manager's item log when picked up. Mostly useful to keep your item log clean when collecting low runes. The default value 19 means that only runes equal or greater than LEM will be shown in the manager's item log.
MWConfig_LowestRuneToLog = 19;
//------------------------------------------------------------------------------
// Pickit Configuration
//------------------------------------------------------------------------------
// Set to true to pick up possibly useful items before picking up low priority items like keys, scrolls, gold, potions, and runes <= FAL.
MWConfig_PickUpPriorityItemsFirst = true;
// Pick up all items that are likely to be worth a lot of gold whenever your character is about to visit town.
MWConfig_PickUpMoneymakers = true;
// This is the minimum quantity of TP scrolls in your tome. If you got less, scrolls will be picked up in order to fill your tome.
MWConfig_MinimumTpScrollCount = 10;
// This is the minimum quantity of ID scrolls in your tome. If you got less, scrolls will be picked up in order to fill your tome.
MWConfig_MinimumIdScrollCount = 10;
//------------------------------------------------------------------------------
// Gambling Configuration
//------------------------------------------------------------------------------
// Set to true to enable gambling.
NTConfig_Gamble = false;
// This is the gold mount to start gambling.
NTConfig_GambleStartGold = 2500000;
// This is the gold mount to stop gambling.
NTConfig_GambleStopGold = 150000;
// Select which items are gambled by adding the classids of the desired items to the gambling array.
NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
NTConfig_GambleItem.push(418); // Circlets
NTConfig_GambleItem.push(419); // Coronets
// NTConfig_GambleItem.push(334); // Leather Gloves
// NTConfig_GambleItem.push(335); // Heavy Gloves
// NTConfig_GambleItem.push(336); // Chain Gloves
// NTConfig_GambleItem.push(337); // Light Gauntlets
// NTConfig_GambleItem.push(338); // Gauntlets
// NTConfig_GambleItem.push(<classid>);
//------------------------------------------------------------------------------
// Cubing Configuration
//------------------------------------------------------------------------------
// Set to true to log cubing of gems in the manager's common log.
MWConfig_ShowCubedGemsInCommonLog = false;
// Set to true to always remove all items from cube after transmuting. If set to false, the item will remain in cube and is not removed until it interferes with another recipe.
MWConfig_ClearCubeAfterCubing = false;
// Set to true to enable an advanced cubing algorithm that allows collecting ingredients for multiple recipes at the same time.
MWConfig_UseAdvancedCubingAlgorithm = true;
// Set to true if you do not want kept low runes or gems to be used for cubing. Set to false to use them anyway.
MWConfig_RestrictKeptItemsFromCubing = true;
// *********************** Misc ***********************
//NTConfig_CubingItem.push([NTCU_ESSENCE, 653]); // Essences --> Token
// ****************** Transmute Gems ******************
//NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull
//NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara
//NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem
// ************* Transmute magic and rares *************
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm
//NTConfig_CubingItem.push([MWCU_RARE, 421]); // Rare Diadem
// ********************** Crafting *********************
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 336]); // Craft Chain Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces
NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring
//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_BOOTS, 455]); // Craft Wyrmhide Boots
NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet
// ****************** Transmute runes ******************
//NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]); // Transmute 3xTHUL --> 1xAMN
//NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]); // Transmute 3xAMN --> 1xSOL
//NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]); // Transmute 3xSOL --> 1xSHAEL
//NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]); // Transmute 3xSHAEL --> 1xDOL
//NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]); // Transmute 3xDOL --> 1xHEL
//NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]); // Transmute 3xHEL --> 1xIO
//NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]); // Transmute 3xIO --> 1xLUM
//NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]); // Transmute 3xLUM --> 1xKO
//NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]); // Transmute 3xKO --> 1xFAL
//NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]); // Transmute 3xFAL --> 1xLEM
//NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]); // Transmute 3xLEM --> 1xPUL
NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]); // Transmute 2xPUL --> 1xUM
NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]); // Transmute 2xUM --> 1xMAL
NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]); // Transmute 2xMAL --> 1xIST
//NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]); // Transmute 2xIST --> 1xGUL
//NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]); // Transmute 2xGUL --> 1xVEX
//NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]); // Transmute 2xVEX --> 1xOHM
//NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]); // Transmute 2xOHM --> 1xLO
//NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]); // Transmute 2xLO --> 1xSUR
//NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]); // Transmute 2xSUR --> 1xBER
//NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]); // Transmute 2xBER --> 1xJAH
//NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]); // Transmute 2xJAH --> 1xBER
//NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]); // Transmute 2xCHAM --> 1xZOD
// ******************* Socket items ********************
// Primary item must inlcluded in one of your .nip Files
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 429]); // Socket Dusk Shroud
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 430]); // Socket Wyrmhide
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 431]); // Socket Scarab Husk
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 432]); // Socket Wire Fleece
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 433]); // Socket Diamond Mail
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 434]); // Socket Loricated Mail
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 435]); // Socket Bone Weave
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 436]); // Socket Great Hauberk
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 437]); // Socket Balrog Skin
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 438]); // Socket Hellforge Plate
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 439]); // Socket Kraken Shell
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 440]); // Socket Lacquered Plate
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 441]); // Socket Shadow Plate
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 442]); // Socket Sacred Armor
NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 443]); // Socket Archon Plate
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 200]); // Socket Berserker Axe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 255]); // Socket Thresher
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 256]); // Socket Cryptic Axe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 257]); // Socket Great Poleaxe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 258]); // Socket Giant Thresher
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 447]); // Socket Monarch
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 498]); // Socket Sacred Targe
//NTConfig_CubingItem.push([NTCU_SOCKET_SHIELD, 502]); // Socket Vortex Shield
// ******************* Upgrade items *******************
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_WEAPON, 295]);// Titan's Revenge : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 337]); // Magefist : Normal -> Exceptional
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 360]); // Skin of the Vipermagi : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 383]); // Magefist or Lava Gout : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 389]); // Gore Rider : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 477]); // Arreat's Face : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 481]); // Herald Of Zakarum : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 342]); // Goblin Toe N -> E
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 388]); // Goblin Toe E -> E
}
die soso geht halt ständig in town und oben steht dann "VISITING TOWN"...und das macht sie alle paar sekunden, oft mehrfach in einer welle
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05/12/2011, 15:13
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#1871
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elite*gold: 0
Join Date: Aug 2009
Posts: 57
Received Thanks: 1
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im notepad wird hier folgendes angzeigt:
[Name] == SmallCharm && [Quality] == magic # [ItemLevelReq] <= 13 && [PoisonLength] * [PoisonMaxDam] / 256 >= 43
-> dieses / vor 256 wird rot angezeigt. Kann das der grund des fehlers sein?
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05/12/2011, 15:21
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#1872
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elite*gold: 0
Join Date: Aug 2009
Posts: 435
Received Thanks: 159
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jupp das ist ein Fehler!
Aber lass doch einfach mal den Nip-Checker von Muddy, alle deine NipFiles einmal überprüfen.
Im 2. Post in diesem Topic hat Muddy eine Version hochgeladen, in der der sog. Nip-Checker enthalten ist. Einfach mal herunterladen und alle Dateien daraus in deinen Bot-Ordner kopieren, natürlich ausgenommen der Char-Config Files^^
Dann musst du aber noch per Hand entweder in die Global-Config oder eine deiner Char-Configs folgende Zeile einfügen:
Code:
// Set to true to always check the selected .nip files for errors after including them.
MWConfig_RunNipCheck = true; // <-- Die hier!
Damit werden alle deine Nip-Files überprüft.
Nach einmaliger Prüfung kannst du das dann aber wieder auf false stellen, da er ansonsten vor jedem Run oder glaub ich sogar jedem script dass immer wieder überprüft, und das ist relativ sinnlos, solange du nicht daran rumgespielt hast.
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05/12/2011, 15:21
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#1873
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elite*gold: 0
Join Date: Aug 2009
Posts: 57
Received Thanks: 1
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Quote:
Originally Posted by TheCrazy11
Ist ein grober Fehler in der Pickit.
Hatte den gleichen Fehler auch mal, habe dann einfach die hinzugefügten Items wieder entfernt.
Genaueres kann ich leider dazu nicht sagen.
Ich vermute, das durch das XML-Log die PickIts aufgerufen werden und bei einem Fehler in der Pickit kommt dann diese Meldung!
Eventuell nutzt es was, wenn du das XML-Log deaktivierst und dann den Nip.-Check einbaust.
Ohne das Deaktivieren des XML-Logs funktioniert der Nip-Check jedoch nicht!
Ist mir auch schon aufgefallen, mir kommt vor, dass die Shrinesuche erst ausgeführt wird, wenn alles tot ist und er beim Looten ist.
PS: Ich hoffe Muddy ist mir nicht böse, dass ich hier überall meinen Senf dazugebe. Sollte das so sein, bitte kurze Nachricht an mich! 
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> Wo find ich die Datei "XML-Logs" um es zu deaktivieren?
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05/12/2011, 15:23
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#1874
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elite*gold: 0
Join Date: Mar 2010
Posts: 539
Received Thanks: 418
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Quote:
Originally Posted by Spectre99
die soso geht halt ständig in town und oben steht dann "VISITING TOWN"...und das macht sie alle paar sekunden, oft mehrfach in einer welle 
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Das liegt an deiner Tränke- und Chickeneinstellung:
Bei 80% nimmt sie einen Heiltrank, wenn sie dann aber auf unter 30% (= Chicken bei dir) fällt und dann nicht mehr schnell genug auf über 30% kommt, geht sie in die Stadt (Townchicken).
Um das zu verhindern, solltest du Regpots verwenden.
Hier die Einstellungen meiner Sorcs, funktioniert, aber könnte auch noch etwas angehoben werden, wenn du öfters Chicken bekommst:
Code:
//------------------------------------------------------------------------------
// Potion Configuration
//------------------------------------------------------------------------------
[COLOR="Red"]NTConfig_LifeThresh = 75; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 50; // Drink a rejuvenation potion if under this percent of life.
[/COLOR] [COLOR="Blue"]NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 10; // Drink a rejuvenation potion if under this percent of mana.[/COLOR]
[COLOR="Green"]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.[/COLOR]
//------------------------------------------------------------------------------
// Chicken Configuration
//------------------------------------------------------------------------------
[COLOR="red"]// 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 = 25;[/COLOR]
[COLOR="Blue"]// 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;[/COLOR]
[COLOR="Green"]// 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;[/COLOR]
Funktioniert wie folgt:
| | Pot | Regpot | Chicken | Life | 75% | 50% | 25% | Mana | 30% | 10% | 0% | Merc | 70% | 30% | 0% |
Hier noch die Gürteleinstellung für je 1 Slot Heal- und Manapots und 2 Slots Regpots:
Code:
MWConfig_BeltTypeColQuantity["hp"] = [1, 3];
MWConfig_BeltTypeColQuantity["mp"] = [1, 3];
MWConfig_BeltTypeColQuantity["rv"] = [2, 0];
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05/12/2011, 15:28
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#1875
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elite*gold: 0
Join Date: Apr 2011
Posts: 89
Received Thanks: 30
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Quote:
Originally Posted by Morphsepp
im notepad wird hier folgendes angzeigt:
[Name] == SmallCharm && [Quality] == magic # [ItemLevelReq] <= 13 && [PoisonLength] * [PoisonMaxDam] / 256 >= 43
-> dieses / vor 256 wird rot angezeigt. Kann das der grund des fehlers sein?
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erstmal gut, dass du dir notepad++ und den kram dafür installiert hast!
glaube nicht, dass das der fehler ist  markiert wird es, weil normalerweise nur doppelte slash's verwendet werden ( // zum auskommentieren). die rote markierung ist dafür gedacht, fehlerhafte auskommentierungen anzuzeigen. an der von dir gezeigten stelle ist dies jedoch als rechenoperator gemeint.
ich vermute, dass der fehler eher woanders liegt.
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