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[Release] AutoMule mit Muddies D2NT
Discussion on [Release] AutoMule mit Muddies D2NT within the Diablo 2 Programming forum part of the Diablo 2 category.
06/05/2011, 09:37
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#211
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elite*gold: 160
Join Date: Apr 2011
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Received Thanks: 18
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Quote:
Originally Posted by ldevil
Nur weil DU den Bot nicht korrekt konfigurierst musst du noch lange nicht hier rum meckern. Das ganze hat nunmal einfach NICHTS mit dem Account erstellen zu tun! Du kannst auch die andere Version verwenden, wo du die Accounts selber erstellst, auch da kannst du verschiedene Accounts machen, die verschiedene Sachen aufnehmen.
Ob dir das hilft weiss ich nicht, denn wenn du's nicht mal mit dem Video Tutorial schaffst den Bot korrekt zu konfigurieren, dann bezweifle ich stark, dass du die andere Variante ganz ohne Tutorial konfigurieren kannst.
Noch einmal für alle: Nix für Anfänger!
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Mäßige mal etwas deine Wortwahl. Konfiguration war und ist 1:1 laut Video!
Ich habe es nun mehrfach getestet und bin zu folgendem Resultat gekommen:
Der AutoMuler gibt einen MuleAccountnamen - laut Config - im Login-Screen ein und klickt unten auf Register. Wenn er auf diese Weise einen Account erstellt, MUSS eine Mail angegeben werden.
Wenn er von Anfang an auf Register new Account gegangen wäre, hätte er die Mail-Adresse umgehen können.
MfG
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06/05/2011, 21:46
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#212
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so jetzt hab ich das auch zum laufen gebracht... SAUBERE ARBEIT!
-sehr schön klappt das.
Nur eine Sache... ist das wirklich immer damit getan 5 minuten im spiel zu bleiben, um es permanent zu machen? Wäre es nicht sicherer eine 2te instanz von d2 mit anderem key zu starten, um den runner einfach so lange im spiel warten zu lassen, bis die 2te instanz fertig gemult hat? naja nur so eine anregung... woltle mich vor allem bedanken
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06/06/2011, 12:14
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#213
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elite*gold: 0
Join Date: Nov 2009
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Received Thanks: 22
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^das problem ist bei mir aufgetaucht.^
Code:
function NTMain()
{
var min, sec;
var DGDebug = true;
if (DGDebug)
Print("[Debug] NTPermGameandMule.ntj");
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
if (DGDebug)
Print("[Debug] Libs Included");
NTC_IncludeConfig("NTBot/char_configs");
if (DGDebug)
Print("[Debug] Char_Config Included");
NT_LoadConfig();
if (DGDebug)
Print("[Debug] Char Config loaded");
if (NTConfig_ExcludeItemsFromMuling)
{
NTC_IncludeConfig("NTBot/mule_configs");
if (DGDebug)
Print("[Debug] Mule_Config Included");
NT_LoadMuleConfig();
if (DGDebug)
Print("[Debug] Mule Config loaded");
}
NTSI_LoadNIPFiles("NTBot/item_configs");
if (NTConfig_ExcludeItemsFromMuling)
NTSI_LoadDontMule("NTBot/item_configs");
if (DGDebug)
Print("[Debug] Nip Files loaded");
NTA_Initialize();
if (DGDebug)
Print("[Debug] NTA Initialized");
if(!CheckStashFull())
{
Print("Mule process started");
}
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("MWBotGame.ntj", "NTTM_CheckAct()");
return;
}
//NTTMGR_TownManager("mule");
if(me.areaid != 1){
if(!NTTM_TownMove("waypoint"))
{
NTC_SendMsgToScript("MWBotGame.ntj", "NTTM_TownMove()");
return;
}
if(!NTM_TakeWaypoint(1))
{
NTC_SendMsgToScript("MWBotGame.ntj", "NTM_TakeWaypoint()");
return;
}
}
NTTMGR_VisitStash();
Print("Perming Game now");
for (min = 5; min >= 0; min--)
{
for (sec = 59; sec >= 0; sec--)
{
if (min == 5 && sec == 59)
sec = 15;
if (sec < 10)
SetStatusText("ÿc8Game permed in " + min +":0"+ sec + " min");
else
SetStatusText("ÿc8Game permed in " + min +":"+ sec + " min");
NTC_Delay(1000);
}
}
SetStatusText("ÿc8Game is perm!");
Print("Game permed");
GoToStash();
DropStash();
GoToStash();
//DGCleanStash();
NTTMGR_VisitStash();
//NTTMGR_TownManager("mule");
GoToStash();
DropStash();
GoToStash();
DGCleanStash();
Delay(1000);
Print("Log on Mule char now!");
NTC_SendMsgToScript("NTBot.ntj", "MULE");
}
und mein raserei baba steht zu weit von den mobs weg also er trifft sie nicht
Code:
Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");
function NT_LoadConfig()
{
MW_LoadGlobalSettings();
NTConfig_AutoMule = true;
DGFreeSpace = 40;
//------------------------------------------------------------------------------
//
// 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(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathToSummonerSpectype = 0;
//MWConfig_Script.push(["NTDuriel.ntj", 10]);
//MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = false; MWConfig_MephistoClearArea = false;
//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = false; MWConfig_StartAtStar = true; // false: start at entrance, true: start at star
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTNihlathak.ntj", 5]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
//MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
//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;
// *****************************************************
//------------------------------------------------------------------------------
// 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 = 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 = 0; // 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;
//------------------------------------------------------------------------------
// 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] = [1,1,1,1,1,1,1,1,1,1];
NTConfig_Columns[1] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,1,1,0,0,0];
// Maximum gold amount carried before going to stash.
NTConfig_MinGoldToStash = 250000;
// 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"] = [1, 3];
MWConfig_BeltTypeColQuantity["mp"] = [1, 3];
MWConfig_BeltTypeColQuantity["rv"] = [2, 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");
//------------------------------------------------------------------------------
// 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;
//------------------------------------------------------------------------------
// Find Item Configuration
//------------------------------------------------------------------------------
// Set to true to loot nearby corpses using Find Item.
MWConfig_UseFindItem = false;
// This is the default range to check for corpses when Find Item is activated.
MWConfig_FindItemRange = 30;
// Set to true to check for dropped items right after looting a corpse. NOTE: This will slow down your runs and therefore should definately be set to false when doing private games.
MWConfig_PickLootedItemsInstantly = false;
// If you do not like to loot corpses in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_FindItemExceptions.push(<areaid1>, <areaid2>, <areaidn>);
//------------------------------------------------------------------------------
// 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 = true;
// 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;
//------------------------------------------------------------------------------
// 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 = [];
// 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
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // This skill is used once whenever attacking a new target. Set to 0 to deactivate.
NTConfig_AttackSkill[1] = MWS_FRENZY; // Primary skill to bosses.
NTConfig_AttackSkill[2] = 0; // Reserved
NTConfig_AttackSkill[3] = MWS_FRENZY; // Primary skill to others.
NTConfig_AttackSkill[4] = 0; // Reserved
NTConfig_AttackSkill[5] = MWS_BERSERK; // Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
NTConfig_AttackSkill[6] = 0; // Reserved
NTConfig_AttackSkill[7] = 0; // Reserved
NTConfig_ClearPosition = false; // Set to true if you want to clear area after killing boss.
// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
NTConfig_ClearPosition = false;
// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
MWConfig_ClearBossPosition = true;
// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
MWConfig_AttacksBeforeRepositioning = 25;
// Define a time limit for your attacks for each type of monster.
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster
MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion
MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [];
// 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 = 0;
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.
// 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;
bitte um hilfe ^^
sieht man das bild eig? also ich kann es iwie nicht sehn was ich gepostet hab
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06/06/2011, 15:10
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#214
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elite*gold: 0
Join Date: Mar 2010
Posts: 539
Received Thanks: 418
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Quote:
Originally Posted by OxolarsoxO
hi erstmal ich habe mir vor kurzen den bot runter geladen.
meine fragen sind:
1. was ist besser für public bot automule oder full mule.
2. AccPrefix = ""; (was soll man da eintragen)
3. MuleAccSuffix (muss man das eintragen was im video zu sehen ist)
4. gibt es kleine tipps wie man ein man einen publicbot ladder einstellen soll?
5. wie kann man das einstellen das zb. ein acc nur pgems soll auf den anderen acc keys und auf den anderen der rest?
6. mein baba mit raserei steht viel zu weit weg und atk die luft wo stell ich das ein das er genau auf den boss/mob drauf telet
7. kann man einstellen das er fade ancastet bevor er los legt?
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1. Für nen public bot würde ich gar kein Automule verwenden, nur eine sehr ausgesuchte Pickit und kein Crafting/Cuben/Gamblen
2. & 3. Der Bot erstellt automatisch nen Account nach folgendem Schema: <AccPrefix>-<MuleAccSuffix><Buchstabe von a-z oder Zahl>
4. Hier findest du einige Tipps: 
5. Das ist über die Pickits zu machen, die in NTConfig_AutoMule.ntl oder NTConfig_FullAuto.ntl eingestellt werden. Wenn alles andere aufgehoben werden soll, machst du dir am besten eine Pickit, wo nur folgendes drin steht: [Quality] >= 0
Diese musst du dann in der NTConfig_mule.ntl als "default" angeben, schau dazu in den 2. Post, wie das zu machen ist: 
6. Dazu musst du in der NTAttack.ntl einen Range-Eintrag für Frenzy machen:
Code:
case MWS_BLESSED_HAMMER: //Blessed Hammer
[COLOR="Red"]case MWS_FRENZY: // Frenzy[/COLOR]
case MWS_BERSERK: //Berserk
7. Wie meinst du ancasten? Irgendwo gab mal ein UT-Script, wo vor UT mit Last Wish durch "im Feuer stehen" Fade angecastet hat, aber das würde jetzt zu weit gehen...
Dann eine Frage von meiner Seite:
Hast du schon jemals einen Bot eingestellt oder Erfahrungen mit dem D2NT?
Wenn nein, dann würde ich dir raten, zuerst nen Einsteigerfreundlicheren D2NT zu wenden und nicht gleich Muddy's mit AutoMule...
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Quote:
Originally Posted by foldordie
so jetzt hab ich das auch zum laufen gebracht... SAUBERE ARBEIT!
-sehr schön klappt das.
Nur eine Sache... ist das wirklich immer damit getan 5 minuten im spiel zu bleiben, um es permanent zu machen? Wäre es nicht sicherer eine 2te instanz von d2 mit anderem key zu starten, um den runner einfach so lange im spiel warten zu lassen, bis die 2te instanz fertig gemult hat? naja nur so eine anregung... woltle mich vor allem bedanken 
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Sicher wäre es sicher, nur es geht darum, dass keine zusätzliche Instanz belegt wird.
Die meisten, die solche Scripte wie AutoMule und dergleichen schreiben, botten nicht nur mit 1 Bot, sondern meist mit 4 aufwärts.
Da wird dann der ganze Workaround, der benötigt werden würde um die 4 Accs pro IP nicht zu überschreiten, ziemlich umständlich...
Was eventuell ginge, 1 Slot nur fürs Mulen verwenden, also dass der in einem Mulegame steht und wenn der Bot joint, auf die entsprechenden Accs/Chars wechselt und alles, was der Bot in dem Game ablädt, aufnimmt.
Muss man halt erst jemanden finden, der das schreibt bzw. vlt gibt es es schon irgendwo, dann muss man es finden...
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Quote:
Originally Posted by OxolarsoxO
^das problem ist bei mir aufgetaucht.^
Code:
function NTMain()
{
var min, sec;
var DGDebug = true;
if (DGDebug)
Print("[Debug] NTPermGameandMule.ntj");
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
if (DGDebug)
Print("[Debug] Libs Included");
NTC_IncludeConfig("NTBot/char_configs");
if (DGDebug)
Print("[Debug] Char_Config Included");
NT_LoadConfig();
if (DGDebug)
Print("[Debug] Char Config loaded");
if (NTConfig_ExcludeItemsFromMuling)
{
NTC_IncludeConfig("NTBot/mule_configs");
if (DGDebug)
Print("[Debug] Mule_Config Included");
NT_LoadMuleConfig();
if (DGDebug)
Print("[Debug] Mule Config loaded");
}
NTSI_LoadNIPFiles("NTBot/item_configs");
if (NTConfig_ExcludeItemsFromMuling)
NTSI_LoadDontMule("NTBot/item_configs");
if (DGDebug)
Print("[Debug] Nip Files loaded");
NTA_Initialize();
if (DGDebug)
Print("[Debug] NTA Initialized");
if(!CheckStashFull())
{
Print("Mule process started");
}
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("MWBotGame.ntj", "NTTM_CheckAct()");
return;
}
//NTTMGR_TownManager("mule");
if(me.areaid != 1){
if(!NTTM_TownMove("waypoint"))
{
NTC_SendMsgToScript("MWBotGame.ntj", "NTTM_TownMove()");
return;
}
if(!NTM_TakeWaypoint(1))
{
NTC_SendMsgToScript("MWBotGame.ntj", "NTM_TakeWaypoint()");
return;
}
}
NTTMGR_VisitStash();
Print("Perming Game now");
for (min = 5; min >= 0; min--)
{
for (sec = 59; sec >= 0; sec--)
{
if (min == 5 && sec == 59)
sec = 15;
if (sec < 10)
SetStatusText("ÿc8Game permed in " + min +":0"+ sec + " min");
else
SetStatusText("ÿc8Game permed in " + min +":"+ sec + " min");
NTC_Delay(1000);
}
}
SetStatusText("ÿc8Game is perm!");
Print("Game permed");
GoToStash();
DropStash();
GoToStash();
//DGCleanStash();
NTTMGR_VisitStash();
//NTTMGR_TownManager("mule");
GoToStash();
DropStash();
GoToStash();
DGCleanStash();
Delay(1000);
Print("Log on Mule char now!");
NTC_SendMsgToScript("NTBot.ntj", "MULE");
}
und mein raserei baba steht zu weit von den mobs weg also er trifft sie nicht
Code:
Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");
function NT_LoadConfig()
{
MW_LoadGlobalSettings();
NTConfig_AutoMule = true;
DGFreeSpace = 40;
//------------------------------------------------------------------------------
//
// 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(["NTCountess.ntj", 5]); MWConfig_ClearCountessRoomsSpectype = 0;
MWConfig_Script.push(["NTSummoner.ntj", 5]); NTConfig_KillFireEye = false; MWConfig_ClearPathToSummonerSpectype = 0;
//MWConfig_Script.push(["NTDuriel.ntj", 10]);
//MWConfig_Script.push(["NTMephisto.ntj", 10]); MWConfig_OpenMephistoChest = false; MWConfig_MephistoClearArea = false;
//MWConfig_Script.push(["NTDiablo.ntj", 10]); MWConfig_KillFullInfectorMob = false; MWConfig_StartAtStar = true; // false: start at entrance, true: start at star
MWConfig_Script.push(["NTEldritch.ntj", 10]); NTConfig_ShenkExtension = true;
MWConfig_Script.push(["NTNihlathak.ntj", 5]); NTConfig_PindleskinExtension = false; MWConfig_SkipOnTombVipers = true;
//MWConfig_Script.push(["NTBaal.ntj", 10]); NTConfig_KillBaal = true; MWConfig_SkipBaalOnDolls = false; MWConfig_SkipBaalOnSouls = false; MWConfig_DoBaalPreAttack = true;
//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;
// *****************************************************
//------------------------------------------------------------------------------
// 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 = 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 = 0; // 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;
//------------------------------------------------------------------------------
// 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] = [1,1,1,1,1,1,1,1,1,1];
NTConfig_Columns[1] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,1,1,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,1,1,0,0,0];
// Maximum gold amount carried before going to stash.
NTConfig_MinGoldToStash = 250000;
// 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"] = [1, 3];
MWConfig_BeltTypeColQuantity["mp"] = [1, 3];
MWConfig_BeltTypeColQuantity["rv"] = [2, 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");
//------------------------------------------------------------------------------
// 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;
//------------------------------------------------------------------------------
// Find Item Configuration
//------------------------------------------------------------------------------
// Set to true to loot nearby corpses using Find Item.
MWConfig_UseFindItem = false;
// This is the default range to check for corpses when Find Item is activated.
MWConfig_FindItemRange = 30;
// Set to true to check for dropped items right after looting a corpse. NOTE: This will slow down your runs and therefore should definately be set to false when doing private games.
MWConfig_PickLootedItemsInstantly = false;
// If you do not like to loot corpses in a certain area, you can its areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_FindItemExceptions.push(<areaid1>, <areaid2>, <areaidn>);
//------------------------------------------------------------------------------
// 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 = true;
// 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;
//------------------------------------------------------------------------------
// 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 = [];
// 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
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // This skill is used once whenever attacking a new target. Set to 0 to deactivate.
NTConfig_AttackSkill[1] = MWS_FRENZY; // Primary skill to bosses.
NTConfig_AttackSkill[2] = 0; // Reserved
NTConfig_AttackSkill[3] = MWS_FRENZY; // Primary skill to others.
NTConfig_AttackSkill[4] = 0; // Reserved
NTConfig_AttackSkill[5] = MWS_BERSERK; // Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
NTConfig_AttackSkill[6] = 0; // Reserved
NTConfig_AttackSkill[7] = 0; // Reserved
NTConfig_ClearPosition = false; // Set to true if you want to clear area after killing boss.
// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
NTConfig_ClearPosition = false;
// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
MWConfig_ClearBossPosition = true;
// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
MWConfig_AttacksBeforeRepositioning = 25;
// Define a time limit for your attacks for each type of monster.
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster
MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion
MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [];
// 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 = 0;
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.
// 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;
bitte um hilfe ^^
sieht man das bild eig? also ich kann es iwie nicht sehn was ich gepostet hab
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Nein, sieht man nicht, da hast du einen falschen Link benützt, der richtige wäre der bei "Forum" gewesen, wobei du nur folgenden Code brauchst:
Code:
[noparse][IMG]http://img825.imageshack.us/img825/6301/errorwp.jpg[/IMG][/noparse]
Sieht dann so aus:
Zum Fehler:
Du hast für deinen Botchar keine Mule-Config angelegt, es muss eine im Ordner NTBot/mule_configs/ angelegt werden, kopiere dafür eine bereits in dem Ordner enthaltene und pass sie an.
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06/06/2011, 15:32
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#215
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elite*gold: 0
Join Date: Nov 2009
Posts: 130
Received Thanks: 22
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Quote:
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7. Wie meinst du ancasten? Irgendwo gab mal ein UT-Script, wo vor UT mit Last Wish durch "im Feuer stehen" Fade angecastet hat, aber das würde jetzt zu weit gehen...
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hab das problem selbst gelöst einfach eldich shenk mit zeal machen ^^ das klappt auch
Quote:
Dann eine Frage von meiner Seite:
Hast du schon jemals einen Bot eingestellt oder Erfahrungen mit dem D2NT?
Wenn nein, dann würde ich dir raten, zuerst nen Einsteigerfreundlicheren D2NT zu wenden und nicht gleich Muddy's mit AutoMule...
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ich habe schon sternlooper, publicbot für dummies, bluebird durch und jetzt muddys^^
also ja ich habe schon bot erfahrung blos muddys ist ein bisschen anderen gescript als sternlooper und public.
aber danke für deine restliche hilfe
Quote:
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Du hast für deinen Botchar keine Mule-Config angelegt, es muss eine im Ordner NTBot/mule_configs/ angelegt werden, kopiere dafür eine bereits in dem Ordner enthaltene und pass sie an.
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der fehler tritt weiter hin auf ob wohl ich es getan habe
ich hab schon manuell alles runter geholt aber er versucht immer noch ein mule game zu machen.
auto mule hab ich schon ausgemacht aber er macht immer noch mule game
und wenn er es öffnet kommt dann diese fehler meldung immer
was ist das? ich hab schon nachgeguckt und mein botacc so geschrieben wie ich es im d2nt manager geschrieben habe aber passiert nix -.-*
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06/06/2011, 19:01
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#216
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elite*gold: 0
Join Date: Mar 2010
Posts: 539
Received Thanks: 418
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Quote:
Originally Posted by OxolarsoxO
der fehler tritt weiter hin auf ob wohl ich es getan habe
ich hab schon manuell alles runter geholt aber er versucht immer noch ein mule game zu machen.
auto mule hab ich schon ausgemacht aber er macht immer noch mule game
und wenn er es öffnet kommt dann diese fehler meldung immer
was ist das? ich hab schon nachgeguckt und mein botacc so geschrieben wie ich es im d2nt manager geschrieben habe aber passiert nix -.-*
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Wie du das Profil im D2NT-Manager nennst, ist egal, es muss nur der Botacc mit den Einstellungen in den Mule-Configs übereinstimmen.
In der NTConfig_AutoMule.ntl bzw. NTConfig_FullAuto.ntl hast du den BotAcc richtig eingestellt?
Ansonsten poste mal diese beiden, entferne jedoch deine Passwörter!
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06/06/2011, 20:07
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#217
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elite*gold: 0
Join Date: Nov 2009
Posts: 130
Received Thanks: 22
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Quote:
Originally Posted by TheCrazy11
1. Für nen public bot würde ich gar kein Automule verwenden, nur eine sehr ausgesuchte Pickit und kein Crafting/Cuben/Gamblen
2. & 3. Der Bot erstellt automatisch nen Account nach folgendem Schema: <AccPrefix>-<MuleAccSuffix><Buchstabe von a-z oder Zahl>
4. Hier findest du einige Tipps: 
5. Das ist über die Pickits zu machen, die in NTConfig_AutoMule.ntl oder NTConfig_FullAuto.ntl eingestellt werden. Wenn alles andere aufgehoben werden soll, machst du dir am besten eine Pickit, wo nur folgendes drin steht: [Quality] >= 0
Diese musst du dann in der NTConfig_mule.ntl als "default" angeben, schau dazu in den 2. Post, wie das zu machen ist: 
6. Dazu musst du in der NTAttack.ntl einen Range-Eintrag für Frenzy machen:
Code:
case MWS_BLESSED_HAMMER: //Blessed Hammer
[COLOR="Red"]case MWS_FRENZY: // Frenzy[/COLOR]
case MWS_BERSERK: //Berserk
7. Wie meinst du ancasten? Irgendwo gab mal ein UT-Script, wo vor UT mit Last Wish durch "im Feuer stehen" Fade angecastet hat, aber das würde jetzt zu weit gehen...
Dann eine Frage von meiner Seite:
Hast du schon jemals einen Bot eingestellt oder Erfahrungen mit dem D2NT?
Wenn nein, dann würde ich dir raten, zuerst nen Einsteigerfreundlicheren D2NT zu wenden und nicht gleich Muddy's mit AutoMule...
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Sicher wäre es sicher, nur es geht darum, dass keine zusätzliche Instanz belegt wird.
Die meisten, die solche Scripte wie AutoMule und dergleichen schreiben, botten nicht nur mit 1 Bot, sondern meist mit 4 aufwärts.
Da wird dann der ganze Workaround, der benötigt werden würde um die 4 Accs pro IP nicht zu überschreiten, ziemlich umständlich...
Was eventuell ginge, 1 Slot nur fürs Mulen verwenden, also dass der in einem Mulegame steht und wenn der Bot joint, auf die entsprechenden Accs/Chars wechselt und alles, was der Bot in dem Game ablädt, aufnimmt.
Muss man halt erst jemanden finden, der das schreibt bzw. vlt gibt es es schon irgendwo, dann muss man es finden...
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Nein, sieht man nicht, da hast du einen falschen Link benützt, der richtige wäre der bei "Forum" gewesen, wobei du nur folgenden Code brauchst:
Code:
[noparse][IMG]http://img825.imageshack.us/img825/6301/errorwp.jpg[/IMG][/noparse]
Sieht dann so aus:
Zum Fehler:
Du hast für deinen Botchar keine Mule-Config angelegt, es muss eine im Ordner NTBot/mule_configs/ angelegt werden, kopiere dafür eine bereits in dem Ordner enthaltene und pass sie an.
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Quote:
Originally Posted by TheCrazy11
Wie du das Profil im D2NT-Manager nennst, ist egal, es muss nur der Botacc mit den Einstellungen in den Mule-Configs übereinstimmen.
In der NTConfig_AutoMule.ntl bzw. NTConfig_FullAuto.ntl hast du den BotAcc richtig eingestellt?
Ansonsten poste mal diese beiden, entferne jedoch deine Passwörter!
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genau das hab ich doch gesagt ^^ das meinte ich jedenfalls mit d2nt manager das ich beide Acc´s gleich geschrieben habe
Code:
function NT_LoadMuleConfig()
{
switch(me.account)
{
////////////////////////////////////////////////////////
// //
// COPY THIS PART BELOW FOR EACH ACCOUNT YOU BOT WITH //
// //
// Make sure you add the same amount of Accounts, PWs,//
// Nipfiles AND columns to MuleCharLocation! //
// And make sure to chose a different mule game name //
// for each of your accounts //
// //
// best regards //
// Ldevil //
// //
case "WerfLarsClan":
DGMuleAccs = ["MeinMuleAcc","",""];
DGMulePws = ["MulePw","",""];
DGNipFiles = ["mule/runes.nip","mule/keys.nip","default"];
MuleCharLocation = [0,0,0]; // charloc 1 = 0 , charloc 2 = 1 , charloc 3 = 2, ..... counts +1 after mule is full
MuleGame = "MuleGame";
MuleGamePassword ="MulePw";
break;
// //
// COPY THIS PART ABOVE FOR EACH ACCOUNT YOU BOT WITH //
// //
////////////////////////////////////////////////////////
}
}
Code:
function NT_LoadMuleConfig()
{
switch(me.account)
{
////////////////////////////////////////////////////////
// //
// COPY THIS PART BELOW FOR EACH ACCOUNT YOU BOT WITH //
// //
// Make sure you add the same amount of Accounts, PWs,//
// Nipfiles AND columns to MuleCharLocation! //
// And make sure to chose a different mule game name //
// for each of your accounts //
// //
// best regards //
// Ldevil //
// //
case "BotAcc":
AccPrefix = "MuleAccName"; // What Prefix you want to use for new Accounts & Chars (~2-4 characters)
MuleAccSuffix = ["CharName","Charname","Charname"]; // Defin what Type should be used for Accounts and Chars (~2-5 characters)
NewAccPW = ["","",""]; // If empty random Password will be used!
DGNipFiles = ["mule/keys.nip","mule/runen.nip","default"]; // This is just an example, please change!
UseNumbers = false; // true = Accounts will be Numbered, false = Accounts use Letters
isLadder = false; // Are you Botting Ladder?
isHC = false; // Are you Botting HC?
isClassic = false; // Are you Botting Classic?
RandomNameLength = 8; // Length of char name (0 = Same as account with I, II, III, IV, V, VI, VII, VIII)
// Using 0 might result in a fatal error and item loss!
MuleGame = ""; // This will be the Name of your Mulegame
MuleGamePassword =""; // This will be the PW of your Mulegame
break;
// //
// COPY THIS PART ABOVE FOR EACH ACCOUNT YOU BOT WITH //
// //
////////////////////////////////////////////////////////
}
}
kannste mir gleich zeigen wie ich das einstelle mit den, auf ein acc soll keys anderer runen rest aufn 3ten acc?
ein beispiel
mein smiter benutz ich zum key&orgset holen
wenn er voll ist soll er nur die organe mulen die keys sollen auf den smiter draufbleiben damit er weiter orgset holen kann.
kann man das iwie einstellen?
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06/08/2011, 06:00
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#218
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elite*gold: 160
Join Date: Apr 2011
Posts: 77
Received Thanks: 18
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Hellow!
Ich verwende Muddy'sMuleManager und habe schon mehrfach versucht, dass die Mulis automatisch in die mmd's schreiben, doch leider ohne Erfolg.
Hat jemand etwas Ähnliches probiert und hatte dabei Erfolg?
MfG
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06/08/2011, 11:18
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#219
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elite*gold: 0
Join Date: Aug 2004
Posts: 233
Received Thanks: 39
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Quote:
Originally Posted by DjCybo
Hellow!
Ich verwende Muddy'sMuleManager und habe schon mehrfach versucht, dass die Mulis automatisch in die mmd's schreiben, doch leider ohne Erfolg.
Hat jemand etwas Ähnliches probiert und hatte dabei Erfolg?
MfG
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bzw ändere deine NTPickStuff.ntj so ab:
Code:
var _mulefull;
var Account = "";
function NTMain()
{
// Check if it's a preconfigured Char --> no mule --> abort!
var _configname;
var _configfile;
var _abort;
switch(me.classid)
{
case 0:
_configname = "NTConfig_Amazon_" + me.charname + ".ntl";
break;
case 1:
_configname = "NTConfig_Sorceress_" + me.charname + ".ntl";
break;
case 2:
_configname = "NTConfig_Necromancer_" + me.charname + ".ntl";
break;
case 3:
_configname = "NTConfig_Paladin_" + me.charname + ".ntl";
break;
case 4:
_configname = "NTConfig_Barbarian_" + me.charname + ".ntl";
break;
case 5:
_configname = "NTConfig_Druid_" + me.charname + ".ntl";
break;
case 6:
_configname = "NTConfig_Assassin_" + me.charname + ".ntl";
break;
}
Print(_configname);
_configfile = FileOpen("NTBot/char_configs/" + _configname, 0);
if(_configfile)
{
_configfile.Close();
_abort = true;
Print("ÿc3" + me.charname + " is not a Mule, pickup Stuff and abort muling!");
Include("libs/common/MWItemlogger.ntl");
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
NTC_IncludeLibs();
Include("NTBot/char_configs/NTConfig.ntl");
Include("NTBot/char_configs/" + _configname);
NT_LoadConfig();
NTSI_LoadNIPFiles("NTBot/item_configs");
NTA_Initialize();
}else{
Print("ÿc3" + me.charname + " starts muling");
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
Include("NTBot/char_configs/NTConfig.ntl");
Include("NTBot/mule_configs/NTConfig_mule.ntl");
NT_LoadConfig();
NTSI_LoadNIPFiles("NTBot/item_configs");
NTA_Initialize();
}
_stash = new MWT_Stash();
if(!NTTM_CheckAct())
{
NTC_SendMsgToScript("NTBotGame.ntj", "NTTM_CheckAct()");
return;
}
if(me.areaid != 1){
if(!NTTM_TownMove("waypoint"))
{
NTTM_TownMove("waypoint");
}
if(!NTM_TakeWaypoint(1))
{
NTM_TakeWaypoint(1);
}
}
NTTMGR_VisitStash(false);
NTSI_PickItemsMule();
if(MWI_LogStashedItems())
SetStatusText("ÿc8Done!");
else
SetStatusText("ÿc1Logging failed!");
if(_abort)
{
// This is no Mule Char! End Muleing now!
Print("Abort, not a Mule!");
Delay(5000);
NTC_SendMsgToScript("NTBot.ntj", "RECOVER");
}else{
if(_mulefull)
{
Print("Mule is Full, get next!");
Delay(4000);
RegisterEvent(EVENT_GAMEMSG, NT_GameMsgEvents);
Say("/whoami");
NTC_Delay(1000);
UnregisterEvent(EVENT_GAMEMSG);
NTC_SendMsgToScript("NTBot.ntj", "MULE_FULL");
}else{
Print("Nothing else to pick for this one, next Account!");
Delay(4000);
RegisterEvent(EVENT_GAMEMSG, NT_GameMsgEvents);
Say("/whoami");
NTC_Delay(1000);
UnregisterEvent(EVENT_GAMEMSG);
NTC_SendMsgToScript("NTBot.ntj", "DONE");
}
}
}
///////////////////////////////////////////////////////////////////
function NTSI_SnagItMule()
{
var i;
var _item;
var _checkeditem, _checkeditems;
var _value;
var _minindex, _mindistance;
_item = NTC_FindUnit(NTC_UNIT_ITEM);
if(!_item)
return;
_checkeditems = new Array();
do
{
if(_item.mode == 3 || _item.mode == 5)
{
if(NTSI_IsIgnoredItemInt(_item.classid))
continue;
if(GetDistance(me, _item) <= NTConfig_SnagRange)
{
_value = NTSI_CheckItem(_item);
if(_value)
_checkeditems.push(new NTSI_ItemInt(_item, _value));
}
}
} while(_item.GetNext());
while(_checkeditems.length > 0)
{
_mindistance = 100000;
for(i = 0 ; i < _checkeditems.length ; i++)
{
_value = GetDistance(me.x, me.y, _checkeditems[i].x, _checkeditems[i].y);
if(_value < _mindistance)
{
_minindex = i;
_mindistance = _value;
}
}
_checkeditem = _checkeditems.splice(_minindex, 1)[0];
_item = NTC_FindUnit(NTC_UNIT_ITEM, _checkeditem.GID);
if(_item)
{
if(!NTSI_IsLimitedItemInt(_item))
{
if(NTT_CheckSpace(_item.xsize, _item.ysize))
{
if(NTSI_PickUpItemInt(_item))
{
if(_checkeditem.ClassID == 523)
{
Print("Picked up " + GetLocaleString(2215));
}else{
if(_item != undefined && !(_item.itemtype == 76 || _item.itemtype == 77 || _item.itemtype == 78))
{
Print ("Picked up " + NTC_ItemQualityToD2Color [_item.quality] + _item.name.split ("\ n") [0]);
}
}
}
}
else
{
if(!_checkeditem.Retry)
{
_checkeditem.Retry = true;
NTTMGR_VisitStash(false);
_checkeditems.push(_checkeditem);
}else{
_mulefull = true;
return;
}
}
}
}
}
}
function NTSI_PickItemsMule()
{
var i, _mode;
for(i = 0 ; i < 25 ; i++)
{
_mode = me.mode;
if((_mode >= 1 && _mode <= 3) || _mode == 5 || _mode == 6)
break;
NTC_Delay(NTC_DELAY_FRAME);
}
if(i < parseInt(NTConfig_SnagDelay/NTC_DELAY_FRAME))
NTC_PingDelay(NTConfig_SnagDelay-(i*NTC_DELAY_FRAME));
NTSI_SnagItMule();
}
function NT_GameMsgEvents(msg, type)
{
var _message, _messenger, _output, _date;
var i;
if(!Account && type == 3 && msg.indexOf("<BattleNet>") > -1)
{
Account = msg.replace(/<BattleNet>(.)+\(\*([A-Za-z0-9_.:'+!^\-\[\]\(\)]{1,15})(#[0-9])?\),(.)+/gi, "$2");
if(Account.length > 15)
Account = "FORMAT_ERROR";
Print("ÿc2Accountname registered! (" + Account + ")");
MWI_WriteMuleManagerOutput(Account);
}
}
@TheCrazy11
anscheinend hatte ich doch die NTPickStuff.ntj verändert.
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06/09/2011, 13:46
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#220
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elite*gold: 0
Join Date: Apr 2011
Posts: 25
Received Thanks: 15
|
Hi zusammen,
hat jemand einen Tipp, wie ich neue Mulechars am einfachsten dazu bringen kann, direkt die TP und ID-Scroll zu droppen? Nimmt immerhin 2 Slots weg unnötigerweise, was z.B. bei Mules für Rohlinge wie Polearms ein Item weniger bedeutet...
Danke für Tipps,
fabdevil
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06/09/2011, 22:55
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#221
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elite*gold: 0
Join Date: Nov 2009
Posts: 130
Received Thanks: 22
|
Quote:
Originally Posted by fabdevil
Hi zusammen,
hat jemand einen Tipp, wie ich neue Mulechars am einfachsten dazu bringen kann, direkt die TP und ID-Scroll zu droppen? Nimmt immerhin 2 Slots weg unnötigerweise, was z.B. bei Mules für Rohlinge wie Polearms ein Item weniger bedeutet...
Danke für Tipps,
fabdevil
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probier mal Muddy's D2NT1\scripts\NTBot\mule_configs\NTConfig_mule
und dann
Code:
Include("NTBot/char_configs/MWConfig_GlobalSettings.ntl");
var NTConfig_UseRedemptionHP;
var NTConfig_UseRedemptionMP;
function NT_LoadConfig()
{
MW_LoadGlobalSettings();
Print("DEBUG: Mule Conifg Start");
NTConfig_AutoMule = true;
DGFreeSpace = 15;
MWConfig_Script.push(["NTPickStuff.ntj", 0]);
//------------------------------------------------------------------------------
// Misc Configuration
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer.
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = false; // Set to true if you use a mercenary, will revive merc at a reviver npc.
MWConfig_ResetArmor = false; // Set to true to reset your Enigma if Teleport skill is missing. WARNING: Activating this feature may - though not likely will - result in the loss of your enigma. Use at your own risk!
//------------------------------------------------------------------------------
// Potion Configuration
//------------------------------------------------------------------------------
NTConfig_LifeThresh = 70; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 60; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 0; // 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;
//------------------------------------------------------------------------------
// 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] = [1,1,1,1,1,1,1,1,1,1];
NTConfig_Columns[1] = [1,1,1,1,1,1,1,1,1,1];
NTConfig_Columns[2] = [1,1,1,1,1,1,1,1,1,1];
NTConfig_Columns[3] = [1,1,1,1,1,1,1,1,1,1];
// Maximum gold amount carried before going to stash.
NTConfig_MinGoldToStash = 250000;
// 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
//------------------------------------------------------------------------------
// 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"] = [4, 0];
MWConfig_BeltTypeColQuantity["mp"] = [0, 0];
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 = false;
// Set to true to replace low quality potions with higher quality potions that just dropped.
MWConfig_ReplaceLowQualityPotions = true;
//-----------------------------------------------------------------------------------
// NipFile Configuration
//-----------------------------------------------------------------------------------
var filehandle = FileOpen("NTBot/mule_configs/temp/" + me.account + "mulenip", 2);
if(filehandle)
{
var line = filehandle.ReadLine();
// Check if nip file is there
if(line == "default" || line == "")
{ // Default Werte
if(line == "")
Print("DEBUG: MuleNip-File ist leer! Default geladen!");
NTConfig_NIPFilePath.push("private/normal.nip");
NTConfig_NIPFilePath.push("private/magic_rare.nip");
NTConfig_NIPFilePath.push("private/keys.nip");
NTConfig_NIPFilePath.push("private/unique.nip");
NTConfig_NIPFilePath.push("private/craft.nip");
}else if(line == "KEYWORD"){ // Default Werte
Print("DEBUG: KEYWORD NiP Files loaded!");
/////////////////////////////////////////
// ADD YOU NIP FILES FOR KEYWORD HERE! //
/////////////////////////////////////////
}else{
Print("DEBUG:" + me.charname + "'s MuleNip-File is " + line);
NTConfig_NIPFilePath.push(line);
}
filehandle.Close();
}else{
Print("DEBUG: MuleNip-File existiert nicht!");
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");
}
//------------------------------------------------------------------------------
// 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;
[COLOR="Red"] // Set to true to check for dropped items whenever you kill a monster.
MWConfig_PickItemsInstantly = true;[/COLOR]
//------------------------------------------------------------------------------
// Chest Configuration
//------------------------------------------------------------------------------
// Set to true to open chests. NOTE: This only affects some super unique chests in certain boss scripts.
NTConfig_OpenChest = true;
// Set to true to open almost any type of container.
MWConfig_OpenAllNearbyChests = true;
// 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 = 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;
//------------------------------------------------------------------------------
// 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_CLOAK_OF_SHADOWS, MWS_FADE, MWS_SHADOW_MASTER];
// 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] = 0; // Primary trap to be used against bosses.
NTConfig_AttackSkill[2] = 0; // Secondary trap to be used against bosses.
NTConfig_AttackSkill[3] = 0; // Primary trap to be used against others.
NTConfig_AttackSkill[4] = 0; // Secondary trap to be used against others.
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; // Reserved
// 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 = 25;
// Define a time limit for your attacks for each type of monster.
MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster
MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster
MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion
MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse
MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion
// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
MWConfig_CheckImmunitySkills = [5, 6];
// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
// 0: Don't do anything. (D2NT default)
// 1: Get close to the monster.
// 2: Skip the monster.
// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
NTConfig_BehaviourOnImmuneMonster = 1;
NTConfig_AttackSkill[8] = 0; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = 0; // Untimed Skill to be used against user defined immunes.
// 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;
das rot markierte
also bei mir klappt es so ^^
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06/10/2011, 15:04
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#222
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elite*gold: 0
Join Date: Apr 2011
Posts: 25
Received Thanks: 15
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Klingt interessant, werde ich mal ausprobieren. Danke erst mal!
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06/12/2011, 01:51
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#223
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elite*gold: 0
Join Date: Apr 2011
Posts: 25
Received Thanks: 15
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Hi,
also ich habe es mal getestet mit MWConfig_PickItemsInstantly = true, allerdings wurde meine "Skepsis" bestätigt und es hat sich nichts getan.
Sonst noch Ideen?
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06/17/2011, 12:36
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#224
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elite*gold: 16
Join Date: Apr 2009
Posts: 40
Received Thanks: 1
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Hi,
ich versuche mir das gerade einzurichten..weiß aber net wie...
Ich will mir das so einstellen das er beim mulen ALLE unqiues die er pickt auf 1 mule schmeißt, alle unique ringe und amu´s auf einen,alle rohlinge auf einen,und den ganzen rest auf einen...geht das? Ich weiß nich wie ich die nip dateien schreiben soll..hab mir zwar das tut hier im Forum angeschaut..allerdings hilft mir das nicht weiter. Wären solche .nip dateien aufwendig zu schreiben? Wenn nicht wäre evtl jemand so nett und würfde mir 1 schreiben?
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06/17/2011, 14:23
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#225
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elite*gold: 0
Join Date: Aug 2004
Posts: 233
Received Thanks: 39
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Hier mal ein beispiel aus der NTConfig_FullAuto.ntl
Code:
case "XXX": //Account name
AccPrefix = "blah"; // What Prefix you want to use for new Accounts & Chars (~2-4 characters)
MuleAccSuffix = ["unique","amu","roh","rest"]; // Defin what Type should be used for Accounts and Chars (~2-5 characters)
NewAccPW = ["","",""]; // If empty random Password will be used!
DGNipFiles = ["mule/unique.nip","mule/amu.nip","mule/roh.nip","default"]; // This is just an example, please change!
UseNumbers = false; // true = Accounts will be Numbered, false = Accounts use Letters
isLadder = true; // Are you Botting Ladder?
isHC = false; // Are you Botting HC?
isClassic = false; // Are you Botting Classic?
RandomNameLength = 0; // Length of char name (0 = Same as account with I, II, III, IV, V, VI, VII, VIII)
// Using 0 might result in a fatal error and item loss!
MuleGame = "MULEGAMENAME"; // This will be the Name of your Mulegame
MuleGamePassword ="MULEGAMEPASSWORD"; // This will be the PW of your Mulegame
break;
dann hier der inhalt der nip's:
mule/unique.nip:
Code:
[Quality] == unique
Oder du du kopiert einfach den gesammten inhalt deiner aktuellen unique.nip die du als pickit benutz dort hinnein
amu.nip
in die roh.nip würde ich den gesammten inhalt der standart mormal.nip kopieren.
zuletzt musst du dann noch die NTConfig_mule.ntl anpassen um default zu ändern:
suche den folgenden abschnitt:
Code:
if(line == "default" || line == "")
{ // Default Werte
if(line == "")
Print("DEBUG: MuleNip-File ist leer! Default geladen!");
[COLOR="Red"] 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");
[/COLOR]
}else if(line == "KEYWORD"){ // Default Werte
den rot makierten teil musst du durch deine pickit datein ersetzen.
Gruß
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