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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.

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Old 11/04/2010, 20:08   #91
 
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Quote:
Originally Posted by blubaer View Post
NTConfig_Paladin_Paladinn.ntl(104) : TypeError: NTConfig_Script.puts is not a function

Mby im doing something wrong?
i have all the bosses // and only the
NTConfig_Script.puts(["NTOrganFarm.ntj",10]); NTConfig_SmiteUbers = false; NTConfig_PreBuffFade = false;

un //ed

and im running BOT in d2nt manager
do I really have that typo in there? Its actually

Code:
NTConfig_Script.push(["NTOrganFarm.ntj",10]); NTConfig_SmiteUbers = false; NTConfig_PreBuffFade = false;
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Old 11/07/2010, 00:18   #92
 
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thx fuer den schoenen bot das ist genau das, was ich brauchte weil ich so viele unid rares sammel und das immer nen chaos war mit 4+ mf chars ^^

aber ich hab jetzt ein problem und ich glaub dass ich inen doofen fehler gemacht hab >,<

also...

meine mules werden nur auf dem char vollgelden

sprich:
die mulis stashen die items nich in der truhe sondern packen sich nur voll und wechseln dann den char >.< sodass der mule acc am ende nur halb voll belegt ist
woran liegt das =/ hab jetzt hier nix dazu gefunden soweit ich das sehe
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Old 11/07/2010, 18:34   #93
 
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Quote:
Originally Posted by joshiii View Post
thx fuer den schoenen bot das ist genau das, was ich brauchte weil ich so viele unid rares sammel und das immer nen chaos war mit 4+ mf chars ^^

aber ich hab jetzt ein problem und ich glaub dass ich inen doofen fehler gemacht hab >,<

also...

meine mules werden nur auf dem char vollgelden

sprich:
die mulis stashen die items nich in der truhe sondern packen sich nur voll und wechseln dann den char >.< sodass der mule acc am ende nur halb voll belegt ist
woran liegt das =/ hab jetzt hier nix dazu gefunden soweit ich das sehe
Du hast die NTConfig_mule.ntl verbockt und da Inventar Protection versaut. Muss alles auf 1 sein.
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Old 11/07/2010, 20:16   #94
 
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Quote:
Originally Posted by ldevil View Post
Du hast die NTConfig_mule.ntl verbockt und da Inventar Protection versaut. Muss alles auf 1 sein.
ne is alles auf 1
hat das vll was mit der 4 zu tun ??

NTConfig_FreeSpace = 4; // Number of free columns. If less full columns are free stashing is set.
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Old 11/07/2010, 22:46   #95
 
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Quote:
Originally Posted by joshiii View Post
ne is alles auf 1
hat das vll was mit der 4 zu tun ??

NTConfig_FreeSpace = 4; // Number of free columns. If less full columns are free stashing is set.
Ne, daran liegts nicht. Weil der Bot (sollte) immer zum Start vom mulegame stashen und sobald er ein Item nicht aufnehmen kann. Macht er das nicht, dann "kann" er keine Items aus dem Inventar in die Stash legen, weil kein Item die Überprüfung durchsteht. CheckItem werden sie überstehen, sonst hätte der Mule nicht gepickt, also muss es fast an dem anderen liegen

Sicher dass du nicht verschiedene versionen gemixt hast oder so?

Oder die Config aus ner alten Version übernommen hast?
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Old 11/07/2010, 23:07   #96
 
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Quote:
Originally Posted by ldevil View Post
Ne, daran liegts nicht. Weil der Bot (sollte) immer zum Start vom mulegame stashen und sobald er ein Item nicht aufnehmen kann. Macht er das nicht, dann "kann" er keine Items aus dem Inventar in die Stash legen, weil kein Item die Überprüfung durchsteht. CheckItem werden sie überstehen, sonst hätte der Mule nicht gepickt, also muss es fast an dem anderen liegen

Sicher dass du nicht verschiedene versionen gemixt hast oder so?

Oder die Config aus ner alten Version übernommen hast?
nö hab nix gemixt

der nimmt die ja auch alle fein auf unso rennt zum stash macht den auf
aber packt dann da nix rein ._.
dann steht da mule char full
oder so weiß nichmehr wie die meldung heißt
und wechselt dann den mule char und packt da auch nur das invent voll >.<
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Old 11/08/2010, 00:22   #97
 
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Du warst auch nicht so doof und hast für alle mules Configs erstellt? Ach und hast du die mules selber erstellt oder lässt du die vom bot erstellen?
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Old 11/08/2010, 03:43   #98
 
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Hey Devil

I've been trying to track this bug I mentioned a few days ago. I've figure out that it happens almost EVERY time I get the "Mule Full switching char" event. I'm using all premade mules, and it doesn't matter if I have 1 or 4 mules full.

Basically what happens is that after it changes characters, it correctly joins the game but never loads any scripts and just sits there in game indefinitely.

I turned on debug and forced the event to happen, and I came up with this log in my manager:

Debug: Choose Char 1
Debug: Choose Char 2 - 0
Debug: Choose Char 3 - 1
Debug: Location(A) is 1
Debug: Location(A) is 5
Debug: Location(A) is 25

For reference so you don't have to look here is the code that produces these debug lines

Code:
	case "MULE_FULL":

		MuleState = 2;
		
		ExitGame();
		NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on next Mule char because current Mulechar is full!");
		// Edited
		var _fhandle
		_fhandle = FileOpen("NTBot/FullAccount.txt", 2);
		_fhandle.WriteLine("Mule number " + MuleCharLocation[DGCurrentAcc] + " has filled up on " + DGMuleAccs[DGCurrentAcc]);	
		_fhandle.Close();
		// Stop Edit
		Delay(10000);
		ControlData.click(ControlData.controls.lobby.button.quit);
		MuleCharLocation[DGCurrentAcc]++;
		isMuling  = true;
		if(MuleCharLocation[DGCurrentAcc] == 8)
		{ // Account is Full for now just return to normal Botting --> items will be lost!
			NTC_SendLogToOOG(NTC_LOG_COMMON, "Your Mule Account " + DGMuleAccs[DGCurrentAcc] + " is full!");
			NT_ScriptMsgEvents1("DONE");
		}

		preventRecover = true;

		while(isMuling)
		{
			if(!me.ingame){
				Delay(2000);
				if (DGDebug)
					NTC_SendLogToOOG(NTC_LOG_COMMON, "Debug: Location(A) is " + ControlData.getLocation().id);
				locationActionA(ControlData.getLocation());
			}
			else{
				Delay(5000);
				Load("NTBot/bots/NTJOIN.ntj");
				break;
			}
		}

		preventRecover = false;

		break;
From NTBot.ntj

I'm not too sure how to look up what location 1,2, or 25 means but "location 25" message was displayed WHILE I was joining the game ( at the load screen ).

Any ideas on why the NTJoin script isn't loading?
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Old 11/08/2010, 04:22   #99
 
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Hi, recently I came across a new problem where the bot would just stop and not do anything when it is at the vendor, giving this error code.
Code:
<D2NT Error> D:\Documents and Settings\...\scripts\libs\common\NTTownManager.ntl(1089):TypeError:_items[i].name is undefined.
What does this mean?
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Old 11/08/2010, 08:30   #100
 
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Quote:
Originally Posted by ldevil View Post
Du warst auch nicht so doof und hast für alle mules Configs erstellt? Ach und hast du die mules selber erstellt oder lässt du die vom bot erstellen?
jetzt geht es weiß auch nich genau woran es liegt .__.
hab viele bots / jeder bot ne eigene item pickit und nen eigenen mule acc

nu laeuft alles perf thx fuer die antworten

(mal fuer alles thx gegeben xD )
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Old 11/08/2010, 13:12   #101
 
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@Punkpenguin: You do not use the newest version... can't really give you support for that.

@twixnator: That means, that there was an item that did not have the name attribute... it has to do with the IdentAtCain and LogSoldItems, I don't have the time to look into it just now, so maybe you have to disable one of the two variables - that should prevent that from happening.

@joshiii: Na dann, bin ich froh, dass es auch beim einen oder anderen läuft
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Old 11/08/2010, 22:15   #102
 
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Quote:
Originally Posted by ldevil View Post
@Punkpenguin: You do not use the newest version... can't really give you support for that.
Ok I'll upgrade and let you know!

Edit: In 1.11a where is the option to turn off the "Debug: Running <Script Name>" ? I couldn't find it in NTBot or the char configs, clutters up the manager a bit with a few bots running.


Thanks again for the help

Edit2:

I found some more case sensitive errors in some of the new version mule files. In "NTMuleFunctions.ntj" the "PleaseWaitTimeout" is called as "pleaseWaitTimeout" which causes crashes when switching between full mules. There were 3-4 cases of this in the same file.

Edit3:

This new version is great so far Everything is smoother, and I love the crash support while muling! Very nice.
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Old 11/10/2010, 00:14   #103
 
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Quote:
Originally Posted by Punkpenguin12 View Post
Ok I'll upgrade and let you know!

Edit: In 1.11a where is the option to turn off the "Debug: Running <Script Name>" ? I couldn't find it in NTBot or the char configs, clutters up the manager a bit with a few bots running.


Thanks again for the help

Edit2:

I found some more case sensitive errors in some of the new version mule files. In "NTMuleFunctions.ntj" the "PleaseWaitTimeout" is called as "pleaseWaitTimeout" which causes crashes when switching between full mules. There were 3-4 cases of this in the same file.

Edit3:

This new version is great so far Everything is smoother, and I love the crash support while muling! Very nice.
WoW nearly missed ur updates...

The DebugThing is somewhere in NTBotGame.ntj if I'm right. I actually fixed them already but going on vacation and did not have time to make a new release coz I lost track of changes I wanted and those I actually implemented already and would have to recheck most of the code.
One thing I have to fix is the LeechStuff... I got it "working" but the leecher won't mule coz I just fixed the script I got from someone else and did not yet have time for more. The thing is I'll have to look into either making a completely new NTBotLeech.ntj or implementing the Leech Part completely into the NTBot.ntj so I only had to make changes to one file in the future ^^

Well but as said before... I won't be around for a while maybe I should release the stuff I made sofar instead of getting the next version out at xmas
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Old 11/10/2010, 04:29   #104
 
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Quote:
Originally Posted by ldevil View Post
WoW nearly missed ur updates...

The DebugThing is somewhere in NTBotGame.ntj if I'm right. I actually fixed them already but going on vacation and did not have time to make a new release coz I lost track of changes I wanted and those I actually implemented already and would have to recheck most of the code.
One thing I have to fix is the LeechStuff... I got it "working" but the leecher won't mule coz I just fixed the script I got from someone else and did not yet have time for more. The thing is I'll have to look into either making a completely new NTBotLeech.ntj or implementing the Leech Part completely into the NTBot.ntj so I only had to make changes to one file in the future ^^

Well but as said before... I won't be around for a while maybe I should release the stuff I made sofar instead of getting the next version out at xmas
I see, it's fine for me because I can usually fix errors myself :P I've ran across a lot of problems trying to set it up the way I have

I have DGDebug = false; in NTBot.ntj, but I don't see it in NTBotGame... I'm not sure what is making it true ;( I might just remove the message from the script lol.
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Old 11/10/2010, 21:17   #105
 
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Yeah, der is no variable in NTBotGame well just delete the lines but I don't have any time left so no updates from my side. See you in a while
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