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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.
10/30/2010, 16:17
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#61
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Problem
Ok, im not from germany so im gonna write this in english, but here's my problem
case "Goldflow":
AccPrefix = "random"; // What Prefix you want to use for new Accounts & Chars (~2-4 characters)
MuleAccSuffix = ["Barbarian"]; // Defin what Type should be used for Accounts and Chars (~2-5 characters)
NewAccPW = ["***"]; // If empty random Password will be used!
DGNipFiles = ["mule/all.nip"]; // This is just an example, please change!
UseNumbers = true; // 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?
MuleGame = "***"; // This will be the Name of your Mulegame
MuleGamePassword ="***"; // This will be the PW of your Mulegame
break;
So, that is my settings in there, apart from the *** which is something else. But first of, what does the MuleAccSuffix mean? i cant figgure it out.. so if u could give me an example of what it can be, it would be awesome
next problem is when this script starts running, it takes 9 min and then it tries to make a normal game without a name/pw.. shouldn't he create a game names "***" if this script was the case?
and the other problem is that if i type in the game and he joins it, he waits 5 min start dropping half the inventory and then logs out of the account but just waits there, doing nothing. in the d2nt common log it sais it's creating a nip file which it does.. but nothing after that.. Any help would be preciated
thx in prior
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10/30/2010, 16:32
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#62
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Quote:
Originally Posted by blubaer
Ok, im not from germany so im gonna write this in english, but here's my problem
case "Goldflow":
AccPrefix = "random"; // What Prefix you want to use for new Accounts & Chars (~2-4 characters)
MuleAccSuffix = ["Barbarian"]; // Defin what Type should be used for Accounts and Chars (~2-5 characters)
NewAccPW = ["xxx"]; // If empty random Password will be used!
DGNipFiles = ["mule/all.nip"]; // This is just an example, please change!
UseNumbers = true; // 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?
MuleGame = "xxx"; // This will be the Name of your Mulegame
MuleGamePassword ="xxx"; // This will be the PW of your Mulegame
break;
So, that is my settings in there, apart from the xxx which is something else. But first of, what does the MuleAccSuffix mean? i cant figgure it out.. so if u could give me an example of what it can be, it would be awesome
next problem is when this script starts running, it takes 9 min and then it tries to make a normal game without a name/pw.. shouldn't he create a game names "xxx" if this script was the case?
and the other problem is that if i type in the game and he joins it, he waits 5 min start dropping half the inventory and then logs out of the account but just waits there, doing nothing. in the d2nt common log it sais it's creating a nip file which it does.. but nothing after that.. Any help would be preciated
thx in prior
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It seems the current version is bugged, when you set
Code:
var UsePremadeMuleAccounts = true;
because i f*ed up some variables. Mybad. Well I'll upload the 1.11a in a few minutes. It fixes that issue and implements a restart safe muling. If, for what ever reason, you end up with a Diablo 2 crash while muling the bot will take up the muling again. The only problem I encountered so far was when I created the mulegame beforehand but with another password. The bot got into an endless loop. So better don't try this at home.
And as well you should chose a uniq mulegame that noone else will have made already!
Now to the settings:
NTBot.ntj
Code:
//--------------------//
// Auto Mule Config //
//--------------------//
var UsePremadeMuleAccounts = false; // 'true' uses NTConfig_AutoMule.ntl, 'false' uses NTConfig_FullAuto.ntl
var JoinRetries = 5; // How many Attempts before giving up the Mule game?
var JoinRetryDelay = 55; // Seconds to wait between Retry Attempts
var TimeBeforeMuleGame = 9; // Minutes to wait before creating the MuleGame
var TimeAfterMule = 3; // Minutes to wait before logging back to Bot Account
And ofcourse the NTConifg_AutoMule.ntl or NTConfig_FullAuto.ntl depending on the value of "UsePremadeMuleAccounts".
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10/30/2010, 18:26
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#63
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remaining problem
So i downloaded ure latest 11a but the problem still remains.. He dont know what to name the game and just keep's on making a empty named game.. over and over again..
and btw, i use "fullmule", mby that has something to do with it?
and mby u missed or didnt wanna answer but i still dont get what to write here:
MuleAccSuffix = ["TYPE1"];
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10/30/2010, 22:46
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#64
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Ok, gleiches Prob wie ich in meinem letzten Tread geschrieben habe
Mit der neuen Version 1.11a.
Ich benutze das "normale" mulen.
Er macht kein Mule-Game auf.
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10/31/2010, 02:06
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#65
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Quote:
Originally Posted by augustiner
Ok, gleiches Prob wie ich in meinem letzten Tread geschrieben habe
Mit der neuen Version 1.11a.
Ich benutze das "normale" mulen.
Er macht kein Mule-Game auf.
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oO Dabei verwende ich ja auch die normale version vom mulen nur, damit ich das testen konnte... und du bist sicher, dass du sowohl die NTBot.ntj als auch die entsprechende NTConfig richtig konfiguriert hast?
Ich kannst mir echt nicht vorstellen, was noch falsch sein sollte. Ausser ich hätte ein file nicht kopiert oder so... werds mir aber ez nicht anschauen können, da ich sonst sicher nur noch ettliche Fehler einbaue
Hast du das UsePremadeMuleAccounts richtig gesetzt? (müsste auf true sein)
und hast du auch den Account Namen richtig? (case sensitiv, so wie er im Manager steht)
sorry didnt see your post:
Quote:
Originally Posted by blubaer
So i downloaded ure latest 11a but the problem still remains.. He dont know what to name the game and just keep's on making a empty named game.. over and over again..
and btw, i use "fullmule", mby that has something to do with it?
and mby u missed or didnt wanna answer but i still dont get what to write here:
MuleAccSuffix = ["TYPE1"];
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Well it seems everyone has that problem but me. its really hard to tell if you just did not config the bot right or what...
make sure you did set the UsePremadeAccounts to false if you want to use FullAuto
in MuleAccSuffix you have to write the "name" for your mule account ill make an example:
MuleAccPrefix = ["ASS"];
MuleAccSuffix = ["Fckr"];
Then the Accounts will be named like this: ASS-aFckr, ASSbFckr and so on.
hope you get it even so i'm not quite sure if i'm still capable of writing
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10/31/2010, 09:43
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#66
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hey
ah, thx for the help
i tried
var UsePremadeMuleAccounts = true;
and now the naming a game part works..
but here comes the next problem..
everything went smoothly for one character but the other one went in to my game, waited for it to perm, dropped like 2 items from my stash and left the game.. then it ran the "waiting for mulegame" again.. i really can't understand why since i almost have the exact same script for them.. :/
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10/31/2010, 11:00
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#67
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Thx, jetzt funtzt das, hatte ich in der NTBot.ntj nix eingetragen
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10/31/2010, 13:30
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#68
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Quote:
Originally Posted by blubaer
ah, thx for the help
i tried
var UsePremadeMuleAccounts = true;
and now the naming a game part works..
but here comes the next problem..
everything went smoothly for one character but the other one went in to my game, waited for it to perm, dropped like 2 items from my stash and left the game.. then it ran the "waiting for mulegame" again.. i really can't understand why since i almost have the exact same script for them.. :/
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edit: lol what the f* did the other guy use ... I did fix it!  (A bit out of context but I spent like a hour or so trying to find why the bot is not entering the mulegamename and password just to find there was still a "var " in the NTConfig_AutoMule.ntl defining everything locally, and now I see that I actually already fixed it in 1.11a  )
Anyway to the part with dropping like 2 items and waiting for mulegame again... I have an idea how it could happen, but actually thought I did fix that issue long ago.
You probably have a lot of stuff you do not mule in ur stash? Then it could happen that it will try to mule again, but I really thought i did take care of that ^^
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10/31/2010, 14:01
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#69
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hmm
hmm.. i don't think so, cuss the second time he went in to the same game as before, and dropped some more.. and then he did the same think again before he went into the mules account and picked it up. Btw, something that kinda annoys me is that even if there's nothing left on the floor he goes through all the NIP files.. He just keeps changing to the same char but uses different nip files.. Can I make it to pick up all at once instead of rejoining every nipfile? pretty sure that if 2 of my bots are muling i will get r/d pretty easy.
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10/31/2010, 16:40
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#70
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Quote:
Originally Posted by blubaer
hmm.. i don't think so, cuss the second time he went in to the same game as before, and dropped some more.. and then he did the same think again before he went into the mules account and picked it up. Btw, something that kinda annoys me is that even if there's nothing left on the floor he goes through all the NIP files.. He just keeps changing to the same char but uses different nip files.. Can I make it to pick up all at once instead of rejoining every nipfile? pretty sure that if 2 of my bots are muling i will get r/d pretty easy. 
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If you are only using 1 Mule Account you dont even need the nip files, you can write "default" and define all the nip files in "NTConfig_mule.ntl".
Ah, I know the problem! I'm a genius! It's the me.maxgametime
Here is how to fix it. Open your Mule Config and add:
Code:
function NT_LoadMuleConfig()
{
NTConfig_DontMule.push("mule/dont_mule.nip");
NTConfig_DontMule.push("mule/gems.nip");
[COLOR="Red"] me.maxgametime = 0;[/COLOR]
NTConfig_ExitGameOnMissingPassword = true; // Exit the game if it is public due to an error pasting the password at game creation (Note: This option is deactivated if NTConfig_PublicMode is activated)
}
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11/01/2010, 20:57
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#71
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Hey devil
Everything is going well still here  I have 4 bots using about 8-12 different mule accounts.
I'm not sure if you have ran into the problem or not, but occasionally I run into a problem when a mule is full. I haven't been able to figure out what is causing it, but when it happens the mule client will get stuck either trying to log into the account or joining the game.
It doesn't seem to be a problem related to multiple bots on the same account, as it's happened when only 1 was muling.
I'll keep trying to track it down  Also, do you know off hand the name of a variables that stores the mule account name in the code? I made a change to the script to track which mules fill up, but I'm getting a number like "1" or "2" instead muleaccount1, muleaccount2
Thanks!
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11/01/2010, 22:39
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#72
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Quote:
Originally Posted by Punkpenguin12
Hey devil
Everything is going well still here  I have 4 bots using about 8-12 different mule accounts.
I'm not sure if you have ran into the problem or not, but occasionally I run into a problem when a mule is full. I haven't been able to figure out what is causing it, but when it happens the mule client will get stuck either trying to log into the account or joining the game.
It doesn't seem to be a problem related to multiple bots on the same account, as it's happened when only 1 was muling.
I'll keep trying to track it down  Also, do you know off hand the name of a variables that stores the mule account name in the code? I made a change to the script to track which mules fill up, but I'm getting a number like "1" or "2" instead muleaccount1, muleaccount2
Thanks!
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Well I did find a bug that can cause the Mule to get stuck when trying to join a (non existant) game. But that should happen quite rarely. Another bug that can happen atm is, after a DC. You might need to delete the mulestats files in the mule_configs folder. Atleast I had to after I got disconnected while muling.
You have the variables you define that contain the list of accounts (for premade accounts) and the variable that stores current account and char number for that account (as well only with premade accounts)
Those are
MuleAccountNumber: DGCurrentAcc (for both types of muling)
MuleCharNumber: MuleCharLocation[DGCurrentAcc] (for premade accounts)
The values for not premade accounts are actually read from files. I might have to change this as others have problems with the method I use to determine the current number of chars on an account. Maybe I have to write those numbers into the file too
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11/03/2010, 02:03
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#73
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Quote:
Originally Posted by ldevil
Well I did find a bug that can cause the Mule to get stuck when trying to join a (non existant) game. But that should happen quite rarely. Another bug that can happen atm is, after a DC. You might need to delete the mulestats files in the mule_configs folder. Atleast I had to after I got disconnected while muling.
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Hmm. I decided to test a bot that I found was ready to mule, I purposefully set it to start at the first char even though I knew they were full.
On the first "mule full getting next char" event, it rejoined the game but failed to reload any sort of scripts. It just joined the game and does nothing... It seems strange that anything I did to the ntbot file may have causes this. I added these lines in the "MULE_FULL" case:
Code:
// Edited
var _fhandle
_fhandle = FileOpen("NTBot/FullMulesLog.txt", 2);
_fhandle.WriteLine("Mule number " + MuleCharLocation[DGCurrentAcc] + " has filled up on " + DGMuleAccs[DGCurrentAcc]);
_fhandle.Close();
// Stop Edit
Afaik, this shouldn't have any negative effects and I may have experienced this before I even made this change.
Btw, that code just lets me know which mules fill up  so I can easily edit the NTBot configs.. probably a better way to do it, but it works
I'm also curious if it's possible to have one config for multiple accounts, so I only have to change 1 set of numbers instead of 4 different ones for 4 different bots!
I'll let you know how my testing goes. It's been going pretty smoothly lately, I went about 30 hours with no snags or hangups
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11/03/2010, 02:10
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#74
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Sounds really strange, that it is not working anymore. Because atleast for me it did work. I'm using currently again the FullAuto as the accounts get filled up too fast with all the **** I pick
Anyway back to your problems:
- You can use the "default" if you really want the same setting for all your bots. That would look like this:
Code:
dafault:
DGMuleAccs = ["asd","asdf","asdfg"];
DGMulePws = ["123","1234","12345"];
DGNipFiles = ["mule/runes.nip","mule/keys.nip","default"];
MuleCharLocation = [4,5,3]; // charloc 1 = 0 , charloc 2 = 1 , charloc 3 = 2, ..... counts +1 after mule is full
MuleGame = "rirarandom";
MuleGamePassword ="nevermind";
break;
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11/03/2010, 02:40
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#75
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Quote:
Originally Posted by ldevil
Sounds really strange, that it is not working anymore. Because atleast for me it did work. I'm using currently again the FullAuto as the accounts get filled up too fast with all the crap I pick 
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I see, I'm currently using accounts that have all 8 chars made and ready. So there is no char creation needed, not sure why it gets stuck. It won't do it every time though :P
Quote:
Originally Posted by ldevil
Anyway back to your problems:
- You can use the "default" if you really want the same setting for all your bots. That would look like this:
Code:
dafault:
DGMuleAccs = ["asd","asdf","asdfg"];
DGMulePws = ["123","1234","12345"];
DGNipFiles = ["mule/runes.nip","mule/keys.nip","default"];
MuleCharLocation = [4,5,3]; // charloc 1 = 0 , charloc 2 = 1 , charloc 3 = 2, ..... counts +1 after mule is full
MuleGame = "rirarandom";
MuleGamePassword ="nevermind";
break;
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I didn't even think of the defualt case :P would it be possible to do something like this?
Code:
default:
DGMuleAccs = ["asd","asdf","asdfg"];
DGMulePws = ["123","1234","12345"];
DGNipFiles = ["mule/runes.nip","mule/keys.nip","default"];
MuleCharLocation = [4,5,3];
MuleGamePassword ="nevermind";
break;
case "account1":
MuleGame = "MuleGame1";
case "account2":
MuleGame = "MuleGame2";
etc....
The mules do not work very well going to the same game as you may imagine
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