Ich hab in verschieden Theards hier gelesen das er gesucht wird!
Von daher möchte ich ihn hier posten!
Eig. reposte ich nur diesen Beitrag, auf Seite 11 von Njom´s Chestscript ist schon einmal der Link gepostet worden!
So hier die Originalquelle :
Also hier nochmal das Script :
Code:
var gameMinLength = 180000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes) var unableToConnectRetry = 15; // time in minutes to retry connecting on connection fail (real value is +/- 1 min) var realmDownRetry = 30; // time in minutes to retry connecting on a realm down (default is 300 minutes) var disconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related) var cdkeyInUseRetry = 2; // time in minutes to retry on a cdkey in use error message (set to 0 to stop) var connectingToBnetTimeout = 20000; // time in milliseconds to wait for a login to time out and click cancel and retry var characterScreenTimeout = 10000; // time in milliseconds to wait for character screen to appear var pleaseWaitTimeout = 10000; // time in milliseconds to wait for a please wait popup var createGameThreshold = 10000; // time in milliseconds to wait between making games var createGameThresholdRandom = 2500; // time in milliseconds to randomly add +/- to the game create time var createGameTimeout = 15000; // time in milliseconds to register a failed to create game var waitInLineTimeout = 60000; // time in milliseconds to wait in lines for a create game (60 second default) var characterSelectDelay = 1000; // time in milliseconds to wait before selecting a character on the char screen var loginDelay = 1000; // time in milliseconds to wait before submitting login information var clickDelay = 500; // wait X milliseconds before next action after a click event var textDelay = 500; // wait X milliseconds before next action after inserting text into a textbox var clickDelayRandom = 500; // random amount of time to add to a click var textDelayRandom = 500; // random amount of time to add to a text set var gameDoesNotExistDelayMin = 30000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes var gameDoesNotExistDelayMax = 45000; // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes var gameDoesNotExistTimeout = 30000; // how long to wait for the dialog to disappear (default 30 seconds, don't change this) var joinChatAfterGame = false; // join chat after leaving a game var joinRandomChannel = true; // if this is true, will join a random channel, otherwise it will use the channel below.. var joinChannelInChat = ""; // leave blank to not join a private channel var waitBeforeEnterChatMin = 1000; // min how long to wait before entering chat var waitBeforeEnterChatMax = 2000; // max how long to wait before entering chat var waitInChatBeforeActionsMin = 2000; // min how long to wait before joining channel var waitInChatBeforeActionsMax = 3000; // max how long to wait before joining channel // DONT EDIT ANYTHING BELOW THIS // D2NT Manager Command const D2NT_MGR_LOADING = 1; const D2NT_MGR_READY = 2; const D2NT_MGR_LOGIN = 3; const D2NT_MGR_CREATE_GAME = 4; const D2NT_MGR_INGAME = 5; const D2NT_MGR_RESTART = 6; const D2NT_MGR_CHICKEN = 7; const D2NT_MGR_PRINT_STATUS = 8; const D2NT_MGR_PRINT_LOG = 9; var lastGameMade = GetTickCount(); var lastGameStatus = 0; var nextGameMake = 0; var inGameAt = 0; var chatActionsDone = false; var lastGameFailed = false; Include("libs/controlInfo.ntl"); var controlData = new controlInfo(); function NTMain() { Delay(1000); var _ingame = false; controlData.clickDelay = clickDelay; controlData.textDelay = textDelay; controlData.clickDelayRandom = clickDelayRandom; controlData.textDelayRandom = textDelayRandom; while(1) { if(me.ingame) { if(!inGameAt) inGameAt = GetTickCount(); if(!_ingame) { RunGC(); // run garbage collector between each game if(Load("NTBot/NTBotGame.ntj")) { _ingame = true; if(me.playtype > 0) sendEventToOOG(D2NT_MGR_INGAME, "In Game[" + me.gamename + "]", 0); else sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0); lastGameStatus = 2; // in game successful } } Delay(1000); } else { if(_ingame) { _ingame = false; sendEventToOOG(D2NT_MGR_READY, "", 0); } locationAction(controlData.getLocation()); Delay(500); } } } function locationAction(location) { switch(location.id) { case 3: // Lobby Chat if(!chatActionsDone) { chatActionsDone = true; Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax)); if(joinRandomChannel || joinChannelInChat != "") { Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat)); Delay(1000); } } case 1: // Lobby if(location.id == 1 && joinChatAfterGame) { Delay(Random(waitBeforeEnterChatMin, waitBeforeEnterChatMax)); controlData.click(controlData.controls.lobby.button.enterChat); break; } if(GetTickCount() > nextGameMake) { var _control; lastGameFailed = false; switch(lastGameStatus) { case 0: _control = controlData.get(controlData.controls.lobby.button.join); if(_control && _control.pressed) { controlData.click(controlData.controls.lobby.button.create); Delay(500); } controlData.click(controlData.controls.lobby.button.join); Delay(2000); nextGameMake = GetTickCount() + createGameTimeout; // set our timeout sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0); break; case 1: // game failed, rollover to reset timer inGameAt = GetTickCount(); // reset inGameAt, to wait how long we should have waited.. lastGameFailed = true; case 2: outputGameLength(); lastGameStatus = 0; setNextGameMake(); sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0); break; } } else timeoutDelay(nextGameMake-GetTickCount(), location); break; case 2: // Waiting In Line if(GetTickCount()-lastGameMade > waitInLineTimeout) controlData.click(controlData.controls.lobby.inLine.button.cancel); break; case 4: // Create Game sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0); locationTimeout(5000, location); lastGameMade = GetTickCount(); lastGameStatus = 1; // pending creation break; case 5: // Join Game var bla = controlData.get(controlData.controls.lobby.join.textBox.gameList); var lines; var game; var validgame; var gamelist; var j = 0; while(1) { lines = bla.GetText(); if(!lines) { sendEventToOOG(D2NT_MGR_PRINT_LOG, "�FF7E00" + "Debug - 'lines' was null"); controlData.click(controlData.controls.lobby.button.create); Delay(500); controlData.click(controlData.controls.lobby.button.join); Delay(2000); } else { for (i = 0; i < lines.length; i++) { if(lines[i].indexOf("chaos") != -1 || lines[i].indexOf("baal") != -1) { validgame = true; game = lines[i]; gamelist = FileOpen("logs/GameList.txt", 2); if(!gamelist) continue; while(!gamelist.eof) { if(game == gamelist.ReadLine()) { validgame = false; sendEventToOOG(D2NT_MGR_PRINT_LOG, "�FF7E00" + "Debug - game found on list: " + game); } j = (j + 1); } if(validgame) { gamelist.WriteLine(game); gamelist.Close(); break; } else { gamelist.Close(); } } } } if(j >= 50) { gamelist = FileOpen("logs/GameList.txt", 1); gamelist.WriteLine(game); gamelist.Close(); } if(game && lines && validgame) break; } Delay(250); controlData.setText(controlData.controls.lobby.join.editBox.gameName, game); //Delay(250); //sendEventToOOG(D2NT_MGR_PRINT_LOG, "�4D86B0Joining: " + game); Delay(250); controlData.click(controlData.controls.lobby.join.button.joinGame); break; case 6: // Ladder break; case 7: // Channel List break; case 8: // Main Menu if(controlData.getCurrentRealmIndex() == me.gatewayid) { outputGameLength(); controlData.click(controlData.gameTypes[me.playtype]); } else controlData.click(controlData.controls.mainMenu.button.gateway); break; case 9: // Login sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0); Delay(loginDelay); controlData.setText(controlData.controls.login.editBox.accountName, me.account); sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0); locationTimeout(5000, location); break; case 10: // Login Error (this is a fatal error, so stop) sendEventToOOG(D2NT_MGR_RESTART, location.name, 10); Delay(3500); break; case 11: // Unable To Connect timeoutDelay(unableToConnectRetry*60*1000, location) controlData.click(controlData.controls.login.unableToConnect.button.ok); break; case 12: // Character Select var _time, _control; sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0); for(_time = 0 ; _time < characterScreenTimeout ; _time += 500) { _control = controlData.get(controlData.controls.characterSelect.textBox.characterInfo[me.charloc]); if(_control && _control.GetText() != undefined) break; Delay(500); } if(_time < characterScreenTimeout) { Delay(characterSelectDelay); controlData.click(controlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1); controlData.click(controlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1); // reset last game made, so it doesnt make a game immediately inGameAt = 0; setNextGameMake(); } else { controlData.click(controlData.controls.characterSelect.button.exit); timeoutDelay(realmDownRetry*60*1000, location); } break; case 13: // Realm Down - Character Select screen controlData.click(controlData.controls.characterSelect.button.exit); timeoutDelay(realmDownRetry*60*1000, location); break; case 14: // Character Select - Disconnected timeoutDelay(disconnectedRetry*60*1000, location); controlData.click(controlData.controls.characterSelect.disconnected.button.ok); break; case 15: // New Character break; case 16: // Character Select - Please Wait popup if(!locationTimeout(pleaseWaitTimeout, location)) controlData.click(controlData.controls.characterSelect.pleaseWait.button.cancel); break; case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway controlData.click(controlData.controls.lobby.lostConnection.button.ok); break; case 18: // D2 Splash controlData.click(controlData.controls.d2Splash.textBox.copyright); break; case 19: // Login - Cdkey In Use timeoutDelay(cdkeyInUseRetry*60*1000, location); controlData.click(controlData.controls.login.cdkeyInUse.button.ok); break; case 20: // Single Player - Select Difficulty controlData.click(controlData.singlePlayerDifficulties[me.diff]); break; case 21: // Main Menu - Connecting if(!locationTimeout(connectingToBnetTimeout, location)) controlData.click(controlData.controls.mainMenu.connecting.button.cancel); break; case 22: // Login - Invalid Cdkey (classic or xpac) sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600); Delay(3500); break; case 23: // Character Select - Connecting if(!locationTimeout(characterScreenTimeout, location)) controlData.click(controlData.controls.characterSelect.button.exit); break; case 24: // Server Down - not much to do but wait.. break; case 25: // Lobby - Please Wait if(!locationTimeout(pleaseWaitTimeout, location)) controlData.click(controlData.controls.lobby.pleaseWait.button.cancel); break; case 26: // Lobby - Game Name Exists sendEventToOOG(D2NT_MGR_PRINT_LOG, "�E00000Game already exists", 0); inGameAt = 0; lastGameStatus = 0; setNextGameMake(); locationTimeout(15000, location); break; case 27: // Gateway Select controlData.clickRealmEntry(me.gatewayid); controlData.click(controlData.controls.gateway.button.ok); break; case 28: // Lobby - Game Does Not Exist inGameAt = Random(gameDoesNotExistDelayMin, gameDoesNotExistDelayMax); lastGameStatus = 0; setNextGameMake(); locationTimeout(gameDoesNotExistTimeout, location); break; } } function sendEventToOOG(locationId, statusString, pendingTime) { return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString); } function setNextGameMake() { lastGameMade = GetTickCount(); nextGameMake = lastGameMade + createGameThreshold + Random(0-createGameThresholdRandom, createGameThresholdRandom) + inGameAt; inGameAt = 0; chatActionsDone = false; } function outputGameLength() { if(inGameAt) { duration = GetTickCount() - inGameAt; inGameAt = (duration < gameMinLength ? gameMinLength - duration : 0); } } function locationTimeout(time, location) { endtime = GetTickCount() + time; while(controlData.getLocation().id == location.id && endtime > GetTickCount()) { sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0); Delay(500); } return (controlData.getLocation().id != location.id); } function timeoutDelay(time, location) { endtime = GetTickCount() + time; while(endtime > GetTickCount()) { sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0); Delay(1000); } } function getRandomString(_length) { _retString = ""; _charSet = "0123456789abcdefghijklmnopqrstuvwxyz"; while(_length--) { _retString += _charSet.charAt(Random(0, _charSet.length-1)); Delay(1); } return _retString; }
-save the provided text as joiner.ntj
-use joiner.ntj as entry point in d2nt manager
///important\\\
-make a folder named logs in \D2NT\scripts folder
-make a file named GameList.txt in logs folder
change log:
-fixed a crash bug (crashes may still occur, but very rarely)
-logs last 50 games to a text file so you don't join the same game twice
-removed "joined: xxx" line from common log
-changed In Game message to print joined games
-reduced join delay from 4 seconds to 2 seconds (if you lag, it will click create and join again to refresh game list)
Original bei koton!
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Ich hoffe ich konnte nun hier einige Begierden stillen!!
Aus eigenen Erfahrungen her bin ich recht zufrieden mit diesem Scrpt, habe es abgewandelt und verwende es für Chestbotting!!
Ich hoffe ich konnte helfen , schöne Nacht noch Orxius
Edit : verdammt erst jetzt gesehen das es bereits in den Sticky´s ist !!!!!! Sorry Kal_el, close den Theard oder mach ,weiß Gott was damit