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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 01/12/2013, 14:53   #6751
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Bei deinem Pala scheint ein Fehler in den Nip Files zu sein. Du kannst versuchen diesen über die Nip Check Option ausfindig zu machen, weitere Informationen dazu findest du im entsprechenden.

Bei deiner Sorc hast du scheinbar einen ungültigen Skill zugewiesen. Beachte bitte, dass die Bezeichner der Skill Konstanten grundsätzlich nur aus Großbuchstaben bestehen. Javascript ist case sensitive, d.h. MWS_Lightning bezeichnet etwas anderes als MWS_LIGHTNING.

Du solltest übrigens dein D2 auf Englisch umschalten, wie das geht entnimmst du den Links im Startpost.
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Old 01/12/2013, 19:34   #6752
 
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danke euch
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Old 01/18/2013, 14:05   #6753
 
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HuHu!!! Ziemlich viele Seiten hier und trotz suchen leider nichts gefunden... (Vill. bisschen Oberflächlich gesucht) :P
Einfache Frage, einfache Lösung denke ich...
Ich bekomm bei meinen Runs mit Pala und Sorc (beides mf...) immer "[AM] Status: Not ready!"

Bot läuft abe so wie er soll und ich bin zufrieden... Joa nu die Frage... So lassen und Ignorieren? Beheben? Wo kommt der Fehler her? ^^

Joa Danke schonma für die Hilfe ;-)
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Old 01/18/2013, 14:28   #6754
 
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AM=Automule; wenn du das nicht nutzt und nicht konfiguriert ist, kannste es getrost ignorieren

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Originally Posted by Meistermacher1 View Post
aber was heist [AM] Status:not ready!
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Originally Posted by Muddy Waters View Post
Das ist nur eine Info Ausgabe der Automule Funktion, sofern du diese nicht nutzt, kannst du das ignorieren.

LG
Muddy
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Old 01/19/2013, 22:42   #6755
 
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is there a way that my baalleechfighter when enters tp not to scout the area but just take position for wave atack ?

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Originally Posted by rabhw View Post
Hey Muddy,
Just got another error now. Not listed in the common log so I don't think it's a bot-specific error. This time, after the game was finished, it froze again on "Exiting game" , I heard an error sound, but no message was displayed. Luckily this time the manager was able to recover from the freeze and restart the game.
i found some one with a common problem did this got fixed somehow coz i have that problem? some times when my bot finishes all scripts and exit game it just freeze and its not running anymore
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Old 01/20/2013, 11:32   #6756
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Quote:
Originally Posted by chefok View Post
is there a way that my baalleechfighter when enters tp not to scout the area but just take position for wave atack ?
Not via config, you'd have to edit the respective bot script directly. In this case you'd have to remove/comment out the NT_ClearThroneInt() call at line 99.
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Old 01/20/2013, 15:53   #6757
 
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Quote:
Originally Posted by Muddy Waters View Post
Not via config, you'd have to edit the respective bot script directly. In this case you'd have to remove/comment out the NT_ClearThroneInt() call at line 99.
well iv tryed the one in line 99 did it to false inside the brackets it didnt work so i found all functions that was NT_ClearThroneInt and did them all false still does this stupid thing if u have any other suggestion will be good

EDIT:

Also another question my java when it sees a light imune it jumps right on hes head.. kinda dangerous since im doing brs and pindle with her can u tell me how just to skip it but not jump on the head ;D
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Old 01/20/2013, 21:55   #6758
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What exactly did you change in the script? There isn't really anything that is supposed to be set to false when removing or commenting out a function call.

As for the "jumping", find the following snippet in your character config:
Code:
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [1];

// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
// 0: Don't do anything. (D2NT default)
// 1: Get close to the monster, use static field if the monster is not immune to lightning.
// 2: Skip the monster.
// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
NTConfig_BehaviourOnImmuneMonster = 1;
Set NTConfig_BehaviourOnImmuneMonster to 2.
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Old 01/20/2013, 22:12   #6759
 
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Quote:
Originally Posted by Muddy Waters View Post
What exactly did you change in the script? There isn't really anything that is supposed to be set to false when removing or commenting out a function call.

As for the "jumping", find the following snippet in your character config:
Code:
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [1];

// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
// 0: Don't do anything. (D2NT default)
// 1: Get close to the monster, use static field if the monster is not immune to lightning.
// 2: Skip the monster.
// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
NTConfig_BehaviourOnImmuneMonster = 1;
Set NTConfig_BehaviourOnImmuneMonster to 2.
thanks for the immune about the baal leech script i did like so
NT_ClearThroneInt() --> NT_ClearThroneInt(false) iv even no idea if it should be done like this :P ( i did so every where i saw this line NT_ClearThroneInt())

EDIT: also is it possible that game counter doesnt reset after 99 game but go further e.g. 100, 101, 102 etc...
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Old 01/21/2013, 00:16   #6760
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Well, that was wrong. What you really want to do is to comment out the call, actually just the one at line 99.

That is:
Code:
NT_ClearThroneInt(); // This would be line 99
Code:
// NT_ClearThroneInt(); // This would be line 99 commented out, i.e. NT_ClearThroneInt will never be called
And no, there is no way to do that since it is hard coded.
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Old 01/21/2013, 16:21   #6761
 
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Quote:
Originally Posted by Muddy Waters View Post
Well, that was wrong. What you really want to do is to comment out the call, actually just the one at line 99.

That is:
Code:
NT_ClearThroneInt(); // This would be line 99
Code:
// NT_ClearThroneInt(); // This would be line 99 commented out, i.e. NT_ClearThroneInt will never be called
And no, there is no way to do that since it is hard coded.
sorry to bother you again Muddy but i have this really annoying problem some times when my bots exit game the game freezes and on the d2nt manager says the bot is still in game and is just stucking -.- any solution to this?
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Old 01/21/2013, 16:28   #6762
 
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Quote:
Originally Posted by chefok View Post
sorry to bother you again Muddy but i have this really annoying problem some times when my bots exit game the game freezes and on the d2nt manager says the bot is still in game and is just stucking -.- any solution to this?
You could use this tool:
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Old 01/22/2013, 13:38   #6763
 
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Muss der Muddys Bot die gedropten Gegenstände erst identifizieren um zu schauen welche stats er hat?

Oder kann der Bot direkt ohne aufheben/identifizieren erkennen, dass die stats nicht passen und lässt das item gleich liegen?

Und warum werden manchmal Ringe unidentifiziert in meine Kiste gelegt? Kann man das ausstellen?
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Old 01/22/2013, 14:32   #6764
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Ja, Items müssen erst aufgehoben und identifiziert werden, damit die Stats bekannt sind. Ausnahme sind normale Gegenstände.

Und die Ringe werden vermutlich zum Craften aufgehoben, wenn du das nicht möchtest musst du Crafting ganz deaktivieren oder die entsprechenden Rezepte, die Option dazu findest du in der Globalen Config.
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Old 01/22/2013, 16:11   #6765
 
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Hey, danke für die Antwort. Ich meine aber nicht magic-Ringe sondern unident unique-Ringe. Kann man das irgendwo einstellen?

*edit: hat sich erledigt. Hatte bei einem Ring nur unique als Definition. Daran wirds liegen.
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