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D2Bot# mit Kolbot RELEASE - Ein neuer Bot für D2BS
Discussion on D2Bot# mit Kolbot RELEASE - Ein neuer Bot für D2BS within the Diablo 2 forum part of the Other Online Games category.
09/11/2014, 22:34
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#3796
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elite*gold: 0
Join Date: Mar 2008
Posts: 117
Received Thanks: 3
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Quote:
Originally Posted by using11
hey
ich habe ein problem mit leechers
ich bin gra am testen testruns,baalruns
1 leader
7 leecher
folgendes problem
wenn ein leecher stirbt drückt er nicht ESC also er reanimiert sich nicht egal ob in tristruns oder in baalruns.
weiß einer wo das problem ist?
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versuch mal die town settings in den char-configs so anzupassen das die kein life chicken oder town chicken auslösen
-1 oder 0
und falls du mit "leecher" , "follower" meinst?! da gibts auch ein command: get corpse, steht unter libs/bots/follower. was anderes fällt mir dazu nicht ein.
###########################
####ich hätte auch noch eine frage:####
###########################
dieser error
tauchte wie aus dem nichts auf
mulelogger lief sonst immer einwandfrei und die genannte json2.js
Code:
/*
http://www.JSON.org/json2.js
2011-10-19
Public Domain.
NO WARRANTY EXPRESSED OR IMPLIED. USE AT YOUR OWN RISK.
See http://www.JSON.org/js.html
This code should be minified before deployment.
See http://javascript.crockford.com/jsmin.html
USE YOUR OWN COPY. IT IS EXTREMELY UNWISE TO LOAD CODE FROM SERVERS YOU DO
NOT CONTROL.
This file creates a global JSON object containing two methods: stringify
and parse.
JSON.stringify(value, replacer, space)
value any JavaScript value, usually an object or array.
replacer an optional parameter that determines how object
values are stringified for objects. It can be a
function or an array of strings.
space an optional parameter that specifies the indentation
of nested structures. If it is omitted, the text will
be packed without extra whitespace. If it is a number,
it will specify the number of spaces to indent at each
level. If it is a string (such as '\t' or ' '),
it contains the characters used to indent at each level.
This method produces a JSON text from a JavaScript value.
When an object value is found, if the object contains a toJSON
method, its toJSON method will be called and the result will be
stringified. A toJSON method does not serialize: it returns the
value represented by the name/value pair that should be serialized,
or undefined if nothing should be serialized. The toJSON method
will be passed the key associated with the value, and this will be
bound to the value
For example, this would serialize Dates as ISO strings.
Date.prototype.toJSON = function (key) {
function f(n) {
// Format integers to have at least two digits.
return n < 10 ? '0' + n : n;
}
return this.getUTCFullYear() + '-' +
f(this.getUTCMonth() + 1) + '-' +
f(this.getUTCDate()) + 'T' +
f(this.getUTCHours()) + ':' +
f(this.getUTCMinutes()) + ':' +
f(this.getUTCSeconds()) + 'Z';
};
You can provide an optional replacer method. It will be passed the
key and value of each member, with this bound to the containing
object. The value that is returned from your method will be
serialized. If your method returns undefined, then the member will
be excluded from the serialization.
If the replacer parameter is an array of strings, then it will be
used to select the members to be serialized. It filters the results
such that only members with keys listed in the replacer array are
stringified.
Values that do not have JSON representations, such as undefined or
functions, will not be serialized. Such values in objects will be
dropped; in arrays they will be replaced with null. You can use
a replacer function to replace those with JSON values.
JSON.stringify(undefined) returns undefined.
The optional space parameter produces a stringification of the
value that is filled with line breaks and indentation to make it
easier to read.
If the space parameter is a non-empty string, then that string will
be used for indentation. If the space parameter is a number, then
the indentation will be that many spaces.
Example:
text = JSON.stringify(['e', {pluribus: 'unum'}]);
// text is '["e",{"pluribus":"unum"}]'
text = JSON.stringify(['e', {pluribus: 'unum'}], null, '\t');
// text is '[\n\t"e",\n\t{\n\t\t"pluribus": "unum"\n\t}\n]'
text = JSON.stringify([new Date()], function (key, value) {
return this[key] instanceof Date ?
'Date(' + this[key] + ')' : value;
});
// text is '["Date(---current time---)"]'
JSON.parse(text, reviver)
This method parses a JSON text to produce an object or array.
It can throw a SyntaxError exception.
The optional reviver parameter is a function that can filter and
transform the results. It receives each of the keys and values,
and its return value is used instead of the original value.
If it returns what it received, then the structure is not modified.
If it returns undefined then the member is deleted.
Example:
// Parse the text. Values that look like ISO date strings will
// be converted to Date objects.
myData = JSON.parse(text, function (key, value) {
var a;
if (typeof value === 'string') {
a =
/^(\d{4})-(\d{2})-(\d{2})T(\d{2}):(\d{2}):(\d{2}(?:\.\d*)?)Z$/.exec(value);
if (a) {
return new Date(Date.UTC(+a[1], +a[2] - 1, +a[3], +a[4],
+a[5], +a[6]));
}
}
return value;
});
myData = JSON.parse('["Date(09/09/2001)"]', function (key, value) {
var d;
if (typeof value === 'string' &&
value.slice(0, 5) === 'Date(' &&
value.slice(-1) === ')') {
d = new Date(value.slice(5, -1));
if (d) {
return d;
}
}
return value;
});
This is a reference implementation. You are free to copy, modify, or
redistribute.
*/
/*jslint evil: true, regexp: true */
/*members "", "\b", "\t", "\n", "\f", "\r", "\"", JSON, "\\", apply,
call, charCodeAt, getUTCDate, getUTCFullYear, getUTCHours,
getUTCMinutes, getUTCMonth, getUTCSeconds, hasOwnProperty, join,
lastIndex, length, parse, prototype, push, replace, slice, stringify,
test, toJSON, toString, valueOf
*/
// Create a JSON object only if one does not already exist. We create the
// methods in a closure to avoid creating global variables.
var JSON;
if (!JSON) {
JSON = {};
}
(function () {
//'use strict';
function f(n) {
// Format integers to have at least two digits.
return n < 10 ? '0' + n : n;
}
if (typeof Date.prototype.toJSON !== 'function') {
Date.prototype.toJSON = function (key) {
return isFinite(this.valueOf())
? this.getUTCFullYear() + '-' +
f(this.getUTCMonth() + 1) + '-' +
f(this.getUTCDate()) + 'T' +
f(this.getUTCHours()) + ':' +
f(this.getUTCMinutes()) + ':' +
f(this.getUTCSeconds()) + 'Z'
: null;
};
String.prototype.toJSON =
Number.prototype.toJSON =
Boolean.prototype.toJSON = function (key) {
return this.valueOf();
};
}
var cx = /[\u0000\u00ad\u0600-\u0604\u070f\u17b4\u17b5\u200c-\u200f\u2028-\u202f\u2060-\u206f\ufeff\ufff0-\uffff]/g,
escapable = /[\\\"\x00-\x1f\x7f-\x9f\u00ad\u0600-\u0604\u070f\u17b4\u17b5\u200c-\u200f\u2028-\u202f\u2060-\u206f\ufeff\ufff0-\uffff]/g,
gap,
indent,
meta = { // table of character substitutions
'\b': '\\b',
'\t': '\\t',
'\n': '\\n',
'\f': '\\f',
'\r': '\\r',
'"' : '\\"',
'\\': '\\\\'
},
rep;
function quote(string) {
// If the string contains no control characters, no quote characters, and no
// backslash characters, then we can safely slap some quotes around it.
// Otherwise we must also replace the offending characters with safe escape
// sequences.
escapable.lastIndex = 0;
return escapable.test(string) ? '"' + string.replace(escapable, function (a) {
var c = meta[a];
return typeof c === 'string'
? c
: '\\u' + ('0000' + a.charCodeAt(0).toString(16)).slice(-4);
}) + '"' : '"' + string + '"';
}
function str(key, holder) {
// Produce a string from holder[key].
var i, // The loop counter.
k, // The member key.
v, // The member value.
length,
mind = gap,
partial,
value = holder[key];
// If the value has a toJSON method, call it to obtain a replacement value.
if (value && typeof value === 'object' &&
typeof value.toJSON === 'function') {
value = value.toJSON(key);
}
// If we were called with a replacer function, then call the replacer to
// obtain a replacement value.
if (typeof rep === 'function') {
value = rep.call(holder, key, value);
}
// What happens next depends on the value's type.
switch (typeof value) {
case 'string':
return quote(value);
case 'number':
// JSON numbers must be finite. Encode non-finite numbers as null.
return isFinite(value) ? String(value) : 'null';
case 'boolean':
case 'null':
// If the value is a boolean or null, convert it to a string. Note:
// typeof null does not produce 'null'. The case is included here in
// the remote chance that this gets fixed someday.
return String(value);
// If the type is 'object', we might be dealing with an object or an array or
// null.
case 'object':
// Due to a specification blunder in ECMAScript, typeof null is 'object',
// so watch out for that case.
if (!value) {
return 'null';
}
// Make an array to hold the partial results of stringifying this object value.
gap += indent;
partial = [];
// Is the value an array?
if (Object.prototype.toString.apply(value) === '[object Array]') {
// The value is an array. Stringify every element. Use null as a placeholder
// for non-JSON values.
length = value.length;
for (i = 0; i < length; i += 1) {
partial[i] = str(i, value) || 'null';
}
// Join all of the elements together, separated with commas, and wrap them in
// brackets.
v = partial.length === 0
? '[]'
: gap
? '[\n' + gap + partial.join(',\n' + gap) + '\n' + mind + ']'
: '[' + partial.join(',') + ']';
gap = mind;
return v;
}
// If the replacer is an array, use it to select the members to be stringified.
if (rep && typeof rep === 'object') {
length = rep.length;
for (i = 0; i < length; i += 1) {
if (typeof rep[i] === 'string') {
k = rep[i];
v = str(k, value);
if (v) {
partial.push(quote(k) + (gap ? ': ' : ':') + v);
}
}
}
} else {
// Otherwise, iterate through all of the keys in the object.
for (k in value) {
if (Object.prototype.hasOwnProperty.call(value, k)) {
v = str(k, value);
if (v) {
partial.push(quote(k) + (gap ? ': ' : ':') + v);
}
}
}
}
// Join all of the member texts together, separated with commas,
// and wrap them in braces.
v = partial.length === 0
? '{}'
: gap
? '{\n' + gap + partial.join(',\n' + gap) + '\n' + mind + '}'
: '{' + partial.join(',') + '}';
gap = mind;
return v;
}
return 'null';
}
// If the JSON object does not yet have a stringify method, give it one.
if (typeof JSON.stringify !== 'function') {
JSON.stringify = function (value, replacer, space) {
// The stringify method takes a value and an optional replacer, and an optional
// space parameter, and returns a JSON text. The replacer can be a function
// that can replace values, or an array of strings that will select the keys.
// A default replacer method can be provided. Use of the space parameter can
// produce text that is more easily readable.
var i;
gap = '';
indent = '';
// If the space parameter is a number, make an indent string containing that
// many spaces.
if (typeof space === 'number') {
for (i = 0; i < space; i += 1) {
indent += ' ';
}
// If the space parameter is a string, it will be used as the indent string.
} else if (typeof space === 'string') {
indent = space;
}
// If there is a replacer, it must be a function or an array.
// Otherwise, throw an error.
rep = replacer;
if (replacer && typeof replacer !== 'function' &&
(typeof replacer !== 'object' ||
typeof replacer.length !== 'number')) {
throw new Error('JSON.stringify');
}
// Make a fake root object containing our value under the key of ''.
// Return the result of stringifying the value.
return str('', {'': value});
};
}
// If the JSON object does not yet have a parse method, give it one.
if (typeof JSON.parse !== 'function') {
JSON.parse = function (text, reviver) {
// The parse method takes a text and an optional reviver function, and returns
// a JavaScript value if the text is a valid JSON text.
var j;
function walk(holder, key) {
// The walk method is used to recursively walk the resulting structure so
// that modifications can be made.
var k, v, value = holder[key];
if (value && typeof value === 'object') {
for (k in value) {
if (Object.prototype.hasOwnProperty.call(value, k)) {
v = walk(value, k);
if (v !== undefined) {
value[k] = v;
} else {
delete value[k];
}
}
}
}
return reviver.call(holder, key, value);
}
// Parsing happens in four stages. In the first stage, we replace certain
// Unicode characters with escape sequences. JavaScript handles many characters
// incorrectly, either silently deleting them, or treating them as line endings.
text = String(text);
cx.lastIndex = 0;
if (cx.test(text)) {
text = text.replace(cx, function (a) {
return '\\u' +
('0000' + a.charCodeAt(0).toString(16)).slice(-4);
});
}
// In the second stage, we run the text against regular expressions that look
// for non-JSON patterns. We are especially concerned with '()' and 'new'
// because they can cause invocation, and '=' because it can cause mutation.
// But just to be safe, we want to reject all unexpected forms.
// We split the second stage into 4 regexp operations in order to work around
// crippling inefficiencies in IE's and Safari's regexp engines. First we
// replace the JSON backslash pairs with '@' (a non-JSON character). Second, we
// replace all simple value tokens with ']' characters. Third, we delete all
// open brackets that follow a colon or comma or that begin the text. Finally,
// we look to see that the remaining characters are only whitespace or ']' or
// ',' or ':' or '{' or '}'. If that is so, then the text is safe for eval.
if (/^[\],:{}\s]*$/
.test(text.replace(/\\(?:["\\\/bfnrt]|u[0-9a-fA-F]{4})/g, '@')
.replace(/"[^"\\\n\r]*"|true|false|null|-?\d+(?:\.\d*)?(?:[eE][+\-]?\d+)?/g, ']')
.replace(/(?:^|:|,)(?:\s*\[)+/g, ''))) {
// In the third stage we use the eval function to compile the text into a
// JavaScript structure. The '{' operator is subject to a syntactic ambiguity
// in JavaScript: it can begin a block or an object literal. We wrap the text
// in parens to eliminate the ambiguity.
j = eval('(' + text + ')');
// In the optional fourth stage, we recursively walk the new structure, passing
// each name/value pair to a reviver function for possible transformation.
return typeof reviver === 'function'
? walk({'': j}, '')
: j;
}
// If the text is not JSON parseable, then a SyntaxError is thrown.
throw new SyntaxError('JSON.parse');
};
}
}());
habe ich schon aus einem uneditiertem backup rausgezogen und mit der alten überschrieben, aber vergeblich. das gleiche hab ich auch schon mit der mulelogger.js
Code:
/**
* @filename MuleLogger.js
* @author kolton
* @desc Log items on configurable accounts/characters
*/
var MuleLogger = {
LogAccounts: {
/* Format:
"account1/password1/realm": ["charname1", "charname2 etc"],
"account2/password2/realm": ["charnameX", "charnameY etc"],
"account3/password3/realm": ["all"]
To log a full account, put "accountname/password/realm": ["all"]
realm = useast, uswest, europe or asia
*/
"myaccount/mypassword/europe": ["all"],
"myaccount/mypassword/europe": ["all"]
},
LogGame: ["123", "123"], // ["gamename", "password"]
LogNames: true, // Put account/character name on the picture
LogItemLevel: true, // Add item level to the picture
SaveScreenShot: false, // Save pictures in jpg format (saved in 'Images' folder)
IngameTime: 150, // Time to wait after leaving game
// don't edit
getItemDesc: function (unit) {
var i, desc,
stringColor = "";
desc = unit.description.split("\n");
// Lines are normally in reverse. Add color tags if needed and reverse order.
for (i = 0; i < desc.length; i += 1) {
if (desc[i].indexOf(getLocaleString(3331)) > -1) { // Remove sell value
desc.splice(i, 1);
} else {
if (desc[i].match(/^ÿ/)) {
stringColor = desc[i].substring(0, 3);
} else {
desc[i] = stringColor + desc[i];
}
}
desc[i] = desc[i].replace("ÿ", "\\xff", "g").replace("\xFF", "\\xff", "g");
}
if (this.LogItemLevel && desc[desc.length - 1]) {
desc[desc.length - 1] += (" (" + unit.ilvl + ")");
}
desc = desc.reverse().join("\\n");
return desc;
},
// Log kept item stats in the manager.
logItem: function (unit) {
var i, code, desc, sock,
header = "",
gid = "",
color = -1,
name = unit.fname.split("\n").reverse().join(" ").replace(/ÿc[0-9!"+<;.*]|^ /, "");
desc = this.getItemDesc(unit);
color = unit.getColor();
// experimental
switch (unit.quality) {
case 5: // Set
switch (unit.classid) {
case 27: // Angelic sabre
code = "inv9sbu";
break;
case 74: // Arctic short war bow
code = "invswbu";
break;
case 308: // Berserker's helm
code = "invhlmu";
break;
case 330: // Civerb's large shield
code = "invlrgu";
break;
case 31: // Cleglaw's long sword
case 227: // Szabi's cryptic sword
code = "invlsdu";
break;
case 329: // Cleglaw's small shield
code = "invsmlu";
break;
case 328: // Hsaru's buckler
code = "invbucu";
break;
case 306: // Infernal cap / Sander's cap
code = "invcapu";
break;
case 30: // Isenhart's broad sword
code = "invbsdu";
break;
case 309: // Isenhart's full helm
code = "invfhlu";
break;
case 333: // Isenhart's gothic shield
code = "invgtsu";
break;
case 326: // Milabrega's ancient armor
case 442: // Immortal King's sacred armor
code = "invaaru";
break;
case 331: // Milabrega's kite shield
code = "invkitu";
break;
case 332: // Sigon's tower shield
code = "invtowu";
break;
case 325: // Tancred's full plate mail
code = "invfulu";
break;
case 3: // Tancred's military pick
code = "invmpiu";
break;
case 113: // Aldur's jagged star
code = "invmstu";
break;
case 234: // Bul-Kathos' colossus blade
code = "invgsdu";
break;
case 372: // Grizwold's ornate plate
code = "invxaru";
break;
case 366: // Heaven's cuirass
case 215: // Heaven's reinforced mace
case 449: // Heaven's ward
case 426: // Heaven's spired helm
code = "inv" + unit.code + "s";
break;
case 357: // Hwanin's grand crown
code = "invxrnu";
break;
case 195: // Nalya's scissors suwayyah
code = "invskru";
break;
case 395: // Nalya's grim helm
case 465: // Trang-Oul's bone visage
code = "invbhmu";
break;
case 261: // Naj's elder staff
code = "invcstu";
break;
case 375: // Orphan's round shield
code = "invxmlu";
break;
case 12: // Sander's bone wand
code = "invbwnu";
break;
}
break;
case 7: // Unique
for (i = 0; i < 401; i += 1) {
if (unit.fname.split("\n").reverse()[0].indexOf(getLocaleString(getBaseStat(17, i, 2))) > -1) {
code = getBaseStat(17, i, "invfile");
break;
}
}
break;
}
if (!code) {
if (["ci2", "ci3"].indexOf(unit.code) > -1) { // Tiara/Diadem
code = unit.code;
} else {
code = getBaseStat(0, unit.classid, 'normcode') || unit.code;
}
code = code.replace(" ", "");
if ([10, 12, 58, 82, 83, 84].indexOf(unit.itemType) > -1) {
code += (unit.gfx + 1);
}
}
sock = unit.getItems();
if (sock) {
for (i = 0; i < sock.length; i += 1) {
if (sock[i].itemType === 58) {
desc += "\n\n";
desc += this.getItemDesc(sock[i]);
}
}
}
if (this.LogNames && me.account) {
header = me.account + " / " + me.name;
}
// d2bot# optimization for runes, gems and set/unique items
if ([5, 7].indexOf(unit.quality) > -1 || [74, 96, 97, 98, 99, 100, 101, 102].indexOf(unit.itemType) > -1) {
gid = unit.gid;
}
return (name + "$" + desc + "$" + code + "$" + header + "$" + gid);
},
logChar: function () {
while (!me.gameReady) {
delay(500);
}
var i, folder,
items = me.getItems(),
color = -1,
realm = me.realm || "Single Player",
finalString = "",
screenShot = "";
if (!FileTools.exists("mules/" + realm)) {
folder = dopen("mules");
folder.create(realm);
}
if (!FileTools.exists("mules/" + realm + "/" + me.account)) {
folder = dopen("mules/" + realm);
folder.create(me.account);
}
if (!items || !items.length) {
return;
}
for (i = 0; i < items.length; i += 1) {
if (items[i].mode === 0) {
color = items[i].getColor();
finalString += (this.logItem(items[i]) + ";" + "0" + ";" + color + "\n");
if (this.SaveScreenShot) {
screenShot = items[i].itemType + this.logItem(items[i]) + ";" + color;
sendCopyData(null, "D2Bot #", 0, "saveItem;" + screenShot);
delay(500);
}
}
}
FileTools.writeText("mules/" + realm + "/" + me.account + "/" + me.name + ".txt", finalString);
}
};
gemacht. dann hab ich sogar den ganzen kolton ordner überschrieben und neu edit. aber nix zu machen, ist wie verhext oder habe einen dummen fehler drin den ich übersehe
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09/12/2014, 01:05
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#3797
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elite*gold: 30
Join Date: Apr 2011
Posts: 779
Received Thanks: 72
|
Quote:
Originally Posted by KingPinShadow
versuch mal die town settings in den char-configs so anzupassen das die kein life chicken oder town chicken auslösen
-1 oder 0
und falls du mit "leecher" , "follower" meinst?! da gibts auch ein command: get corpse, steht unter libs/bots/follower. was anderes fällt mir dazu nicht ein.
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das problem liegt nicht darin das er body nicht aufhebt das wäre mir egal.
er generiert sich ja nicht mit "esc" sodas er überhaupt weiter macht..
und es steht auf 0
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09/12/2014, 02:26
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#3798
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elite*gold: 0
Join Date: Nov 2010
Posts: 4
Received Thanks: 0
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ich hätte da auch mal ne frage seit 3 stunden test ich rum wie ich
rusher.js
und
rushee.js
gemeinsam zum laufen bekomme,
rusher.js funktioniert einwandfrei
rushee.js is das problem
sobald ein dummy act 2 abschließen will hängt er sich in eine schleife
duriel tot -> bot geht ins tp zu tyrael -> redet -> tp town > zu jerhyn am palast, redet mit dem , bekommt q, rennt zu meschif [ sollte eig. act 3 gehen ] macht er nicht , redet ihn nicht an und rennt zurück zu jerhyn, wieder zu meschif , wieder jerhyn , weder meschif usw.
wenn ich kurz pause mache, den dummy in a3 stelle, geht es wunderbarweiter bis a5
ich habe schonmal in rushee.js reingeschaut aber kp wonach ich da suchen soll, und google spuckt da nicht viel aus
hilfe ^^
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09/12/2014, 09:18
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#3799
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elite*gold: 0
Join Date: Mar 2008
Posts: 117
Received Thanks: 3
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@#3796
edit k, habe den fehler behoben, da waren noch alte verknüpfungen aufm desk die da wohl reingefuscht haben.
weiterhin sind die klick delays in der lobby ein problem, die ich aber in der D2BotMuleLog.dbj nicht finden konnte, so wie zb in der D2BotLead.dbj ! da gibt es zb
Code:
ChatActionsDelay: 2,
CharacterDifference: false,
in der lobby wird der game, pw eingetragen und dann klickt er viel zu schnell auf CharacterDifference und direkt danach auf login, danach crasht jedesmal das d2 window. kann man da nicht ein delay einbauen ? oder könnte jemand mal bitte die stelle in der D2BotMuleLog.dbj hier nennen ? ich würde die delays gerne alle etwas erhöhen, da mir das d2 crashen nichts bringt, dass kann wegen mir ruhig etwas länger dauern, solange nichts crasht.
Code:
var StarterConfig = {
MinGameTime: 150, // Minimum game length in seconds. If a game is ended too soon, the rest of the time is waited in the lobby
CreateGameDelay: 10, // Seconds to wait before creating a new game
SwitchKeyDelay: 30, // Seconds to wait before switching a used/banned key or after realm down
CrashDelay: 150, // Seconds to wait after a d2 window crash
RealmDD2BotMuleLog.dbjownDelay: 60, // Minutes to wait after getting Realm Down message
UnableToConnectDelay: 5, // Minutes to wait after Unable To Connect message
CDKeyInUseDelay: 5, // Minutes to wait before connecting again if CD-Key is in use. SwitchKeys overrides this!
ConnectingTimeout: 20, // Seconds to wait before cancelling the 'Connecting...' screen
PleaseWaitTimeout: 10, // Seconds to wait before cancelling the 'Please Wait...' screen
WaitInLineTimeout: 60 // Seconds to wait before cancelling the 'Waiting in Line...' screen
};
// No touchy!
include("json2.js");
include("OOG.js");
include("MuleLogger.js");
include("gambling.js");
include("common/misc.js");
load("tools/heartbeat.js");
if (!FileTools.exists("data/" + me.profile + ".json")) {
DataFile.create();
}
var difficulty, error, keyswap, rdblocker, gameStart, ingame, firstLogin, connectFail, chatActionsDone, currAcc, charList, nextAcc,
gamePass = "",
gameName = "",
nextGame = "",
lastGameStatus = "ready",
gameCount = DataFile.getStats().runs + 1,
accounts = [],
chars = [];
function parseInfo() {
var i;
for (i in MuleLogger.LogAccounts) {
if (MuleLogger.LogAccounts.hasOwnProperty(i) && typeof i === "string") {
accounts.push(i);
chars.push(MuleLogger.LogAccounts[i]);
}
}
}
function ReceiveCopyData(msgID, msg) {
switch (msgID) {
case 2: // game info
print("Recieved Game Info");
[gameName, gamePass, difficulty, error, keyswap, rdblocker] = msg.split('/');
keyswap = parseInt(keyswap, 10);
rdblocker = parseInt(rdblocker, 10);
break;
}
}
function timeoutDelay(text, time) {
var endTime = getTickCount() + time;
while (getTickCount() < endTime) {
D2Bot.updateStatus(text + " (" + Math.floor((endTime - getTickCount()) / 1000) + "s)");
delay(500);
}
}
function locationTimeout(time, location) {
var endtime = getTickCount() + time;
while (getLocation() === location && endtime > getTickCount()) {
delay(500);
}
return (getLocation() !== location);
}
function updateCount() {
D2Bot.updateCount();
delay(1000);
ControlAction.click(6, 264, 366, 272, 35);
try {
login(me.profile);
} catch (e) {
}
delay(1000);
ControlAction.click(6, 33, 572, 128, 35);
}
function main() {
addEventListener('copydata', ReceiveCopyData);
D2Bot.requestGameInfo();
parseInfo();
if (error === "@error") {
timeoutDelay("Crash Delay", StarterConfig.CrashDelay * 1e3);
D2Bot.updateRuns();
}
while (true) {
while (me.ingame) { // returns true before actually in game so we can't only use this check
if (me.gameReady) { // returns false when switching acts so we can't use while
if (!ingame) {
print("Updating Status");
D2Bot.updateStatus("Game: " + me.gamename);
lastGameStatus = "ingame";
ingame = true;
gameStart = getTickCount();
DataFile.updateStats("runs", gameCount);
}
}
delay(1000);
}
locationAction(getLocation());
delay(1000);
}
}
function locationAction(location) {
var i, control, string, text, currChar,
obj = {};
MainSwitch:
switch (location) {
case 0:
break;
case 1: // Lobby
case 3: // Lobby Chat
D2Bot.updateStatus("Lobby");
if (ingame) {
if (getTickCount() - gameStart < StarterConfig.MinGameTime * 1e3) {
timeoutDelay("Min game time wait", StarterConfig.MinGameTime * 1e3 + gameStart - getTickCount());
}
print("updating runs");
D2Bot.updateRuns();
gameCount += 1;
lastGameStatus = "ready";
ingame = false;
ControlAction.click(6, 693, 490, 80, 20);
break;
}
if (!ControlAction.click(6, 533, 469, 120, 20)) { // Create
break;
}
if (!locationTimeout(5000, location)) { // in case join button gets bugged
if (!ControlAction.click(6, 652, 469, 120, 20)) { // Join
break;
}
if (!ControlAction.click(6, 533, 469, 120, 20)) { // Create
break;
}
}
break;
case 2: // Waiting In Line
D2Bot.updateStatus("Waiting...");
locationTimeout(StarterConfig.WaitInLineTimeout * 1e3, location);
ControlAction.click(6, 433, 433, 96, 32);
break;
case 4: // Create Game
D2Bot.updateStatus("Creating Game");
control = getControl(1, 657, 342, 27, 20);
if (control && control.disabled === 5) {
ControlAction.click(6, 431, 341, 15, 16); // remove level restriction
}
if (gameCount >= 99) {
gameCount = 1;
DataFile.updateStats("runs", gameCount);
}
if (lastGameStatus === "pending") {
D2Bot.printToConsole("Failed to create game");
gameCount += 1;
}
timeoutDelay("Make Game Delay", StarterConfig.CreateGameDelay * 1e3);
createGame(MuleLogger.LogGame[0] + gameCount, MuleLogger.LogGame[1], 0);
locationTimeout(5000, location);
lastGameStatus = "pending";
break;
case 5: // Join Game
break;
case 6: // Ladder
break;
case 7: // Channel List
break;
case 8: // Main Menu
case 9: // Login
case 18: // D2 Splash
if (nextAcc) {
accounts.shift();
chars.shift();
nextAcc = false;
}
if (!accounts.length) {
FileTools.remove("logs/MuleLog.json");
D2Bot.printToConsole("Done logging mules!");
D2Bot.stop();
break;
}
if (FileTools.exists("logs/MuleLog.json")) {
obj = JSON.parse(FileTools.readText("logs/MuleLog.json"));
if (obj.currAcc) {
for (i = 0; i < accounts.length; i += 1) {
if (accounts[i].split("/")[0] === obj.currAcc) {
accounts.splice(0, i);
chars.splice(0, i);
break;
}
}
}
}
currAcc = accounts[0];
currAcc = currAcc.split("/");
charList = chars[0];
obj.currAcc = currAcc[0];
print("ÿc4Mule Loggerÿc2: Login account: " + currAcc[0]);
FileTools.writeText("logs/MuleLog.json", JSON.stringify(obj));
ControlAction.loginAccount({account: currAcc[0], password: currAcc[1], realm: currAcc[2]});
break;
case 10: // Login Error
string = "";
text = ControlAction.getText(4, 199, 377, 402, 140);
if (text) {
for (i = 0; i < text.length; i += 1) {
string += text[i];
if (i !== text.length - 1) {
string += " ";
}
}
switch (string) {
case getLocaleString(5207):
D2Bot.updateStatus("Invalid Password");
D2Bot.printToConsole("Invalid Password");
break;
case getLocaleString(5208):
D2Bot.updateStatus("Invalid Account");
D2Bot.printToConsole("Invalid Account");
break;
case getLocaleString(5199):
D2Bot.updateStatus("Disabled CDKey");
D2Bot.printToConsole("Disabled CDKey");
D2Bot.CDKeyDisabled();
if (keyswap) {
timeoutDelay("Key switch delay", StarterConfig.SwitchKeyDelay * 1000);
D2Bot.restart(true);
} else {
D2Bot.stop();
}
break;
case getLocaleString(5347):
D2Bot.updateStatus("Disconnected");
D2Bot.printToConsole("Disconnected");
ControlAction.click(6, 335, 412, 128, 35);
break MainSwitch;
default:
D2Bot.updateStatus("Login Error");
D2Bot.printToConsole("Login Error - " + string);
break;
}
}
ControlAction.click(6, 335, 412, 128, 35);
while (true) {
delay(1000);
}
break;
case 11: // Unable To Connect
D2Bot.updateStatus("Unable To Connect");
if (connectFail) {
timeoutDelay("Unable to Connect", StarterConfig.UnableToConnectDelay * 6e4);
connectFail = false;
}
if (!ControlAction.click(6, 335, 450, 128, 35)) {
break;
}
connectFail = true;
break;
case 12: // Character Select
if (!charList.length) {
ControlAction.click(6, 33, 572, 128, 35);
break;
}
if (charList[0] === "all") {
charList = ControlAction.getCharacters();
}
if (FileTools.exists("logs/MuleLog.json")) {
obj = JSON.parse(FileTools.readText("logs/MuleLog.json"));
if (obj.currChar) {
for (i = 0; i < charList.length; i += 1) {
if (charList[i] === obj.currChar) {
charList.splice(0, i);
break;
}
}
}
}
currChar = charList.shift();
obj.currChar = currChar;
// last char in acc = trigger next acc
if (!charList.length) {
nextAcc = true;
}
print("ÿc4Mule Loggerÿc2: Login character: " + currChar);
FileTools.writeText("logs/MuleLog.json", JSON.stringify(obj));
ControlAction.loginCharacter({charName: currChar});
break;
case 13: // Realm Down - Character Select screen
D2Bot.updateStatus("Realm Down");
delay(1000);
if (!ControlAction.click(6, 33, 572, 128, 35)) {
break;
}
updateCount();
timeoutDelay("Realm Down", StarterConfig.RealmDownDelay * 6e4);
if (keyswap) {
D2Bot.printToConsole("Realm Down - Changing CD-Key");
timeoutDelay("Key switch delay", StarterConfig.SwitchKeyDelay * 1000);
D2Bot.restart(true);
} else {
D2Bot.restart();
}
break;
case 14: // Character Select / Main Menu - Disconnected
D2Bot.updateStatus("Disconnected");
delay(500);
ControlAction.click(6, 351, 337, 96, 32);
break;
case 15: // New Character
break;
case 16: // Character Select - Please Wait popup
if (!locationTimeout(StarterConfig.PleaseWaitTimeout * 1e3, location)) {
ControlAction.click(6, 351, 337, 96, 32);
}
break;
case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
delay(1000);
ControlAction.click(6, 351, 337, 96, 32);
break;
case 19: // Login - Cdkey In Use
D2Bot.printToConsole("CD-Key in use by " + ControlAction.getText(4, 158, 310, 485, 40));
D2Bot.CDKeyInUse();
if (keyswap) {
timeoutDelay("Key switch delay", StarterConfig.SwitchKeyDelay * 1000);
D2Bot.restart(true);
} else {
ControlAction.click(6, 335, 450, 128, 35);
timeoutDelay("CD-Key in use", StarterConfig.CDKeyInUseDelay * 6e4);
}
break;
case 20: // Single Player - Select Difficulty
break;
case 21: // Main Menu - Connecting
if (!locationTimeout(StarterConfig.ConnectingTimeout * 1e3, location)) {
ControlAction.click(6, 330, 416, 128, 35);
}
break;
case 22: // Login - Invalid Cdkey (classic or xpac)
text = ControlAction.getText(4, 162, 270, 477, 50);
string = "";
if (text) {
for (i = 0; i < text.length; i += 1) {
string += text[i];
if (i !== text.length - 1) {
string += " ";
}
}
}
switch (string) {
case getLocaleString(10914):
D2Bot.printToConsole("LoD key in use by " + ControlAction.getText(4, 158, 310, 485, 40));
D2Bot.CDKeyInUse();
if (keyswap) {
timeoutDelay("Key switch delay", StarterConfig.SwitchKeyDelay * 1000);
D2Bot.restart(true);
} else {
ControlAction.click(6, 335, 450, 128, 35);
timeoutDelay("LoD key in use", StarterConfig.CDKeyInUseDelay * 6e4);
}
break;
default:
if (keyswap) {
D2Bot.printToConsole("Invalid CD-Key");
timeoutDelay("Key switch delay", StarterConfig.SwitchKeyDelay * 1000);
D2Bot.restart(true);
} else {
ControlAction.click(6, 335, 450, 128, 35);
timeoutDelay("Invalid CD-Key", StarterConfig.CDKeyInUseDelay * 6e4);
}
break;
}
break;
case 23: // Character Select - Connecting
if (!locationTimeout(StarterConfig.ConnectingTimeout * 1e3, location)) {
ControlAction.click(6, 33, 572, 128, 35);
}
break;
case 24: // Server Down - not much to do but wait..
break;
case 25: // Lobby - Please Wait
if (!locationTimeout(StarterConfig.PleaseWaitTimeout * 1e3, location)) {
ControlAction.click(6, 351, 337, 96, 32);
}
break;
case 26: // Lobby - Game Name Exists
ControlAction.click(6, 533, 469, 120, 20);
break;
case 27: // Gateway Select
ControlAction.click(6, 436, 538, 96, 32);
break;
case 28: // Lobby - Game Does Not Exist
ControlAction.click(6, 533, 469, 120, 20);
break;
case 38: // Game is full
D2Bot.printToConsole("Game is full");
lastGameStatus = "ready";
delay(500);
ControlAction.click(6, 652, 469, 120, 20);
break;
case 42: // Empty character screen
// Game glitches and doesn't show connecting for 2-3 seconds.
if (!locationTimeout(3000, location)) {
ControlAction.click(6, 33, 572, 128, 35);
}
break;
default:
if (location !== undefined) {
D2Bot.printToConsole("Unhandled location " + location);
delay(500);
D2Bot.restart();
}
break;
}
}
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09/12/2014, 11:02
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#3800
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elite*gold: 0
Join Date: Jul 2014
Posts: 1
Received Thanks: 0
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moin
will bei etal und kolbot das er sagt vizer und de eis gekillt zb . weis nur net wo das reingeschrieben werden muss . danke im voraus
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09/14/2014, 18:18
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#3801
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elite*gold: 0
Join Date: Sep 2014
Posts: 2
Received Thanks: 0
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Hallo, hab mir Kolbot mal runtergeladen. (Über Tortoise)
Wie in der Anleitung eingestellt.
Kaum gestartet folgt direkt eine Error Meldung:
"Halt
Location : , Line #1383
Expression : Unrecoverable internal error 6fe2232e"
Sowohl unter 1383 und 6fe2232e hat die SuFu nichts rausgespuckt.
Windows 7, 64bit
D2Bot starte ich unter Windows XP SP3 und als Administrator.
Würde mich über positive Antwort erfreuen.
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09/15/2014, 18:00
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#3802
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elite*gold: 0
Join Date: Jan 2014
Posts: 61
Received Thanks: 7
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Hi Leute hab nen kleines problem beim enchbot. der steht immer act 4 und will dort enchen soll aber act 1 stehen wo kann ich das einstellen? habe die zeile im bot script nicht gefunden....
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09/15/2014, 20:28
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#3803
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elite*gold: 0
Join Date: Apr 2008
Posts: 186
Received Thanks: 4
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hi, wie kann ich es machen, dass ich den "Bot" nur als multi clienten benutzten kann? sprich mulen, oder einfach die zeit absitzten?
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09/16/2014, 17:03
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#3804
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elite*gold: 170
Join Date: Sep 2013
Posts: 3,043
Received Thanks: 983
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wùrde mich auch interessieren. ^^
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09/17/2014, 15:12
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#3805
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elite*gold: 0
Join Date: Feb 2009
Posts: 254
Received Thanks: 84
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Quote:
Originally Posted by detritas
hi, wie kann ich es machen, dass ich den "Bot" nur als multi clienten benutzten kann? sprich mulen, oder einfach die zeit absitzten?
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Einfach bei den Startparametern der Profile -L einfügen.
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09/24/2014, 13:24
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#3806
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elite*gold: 170
Join Date: Sep 2013
Posts: 3,043
Received Thanks: 983
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Hàtte mal eine frage.
Habe nun eine sorc, botten geht problemlos, nur portet er meinschmal direkt in die monster rein, kann man das irgentwie ausstellen? also das er so 1 meter vor den monsters telet und nicht direkt drauf. ^^
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09/25/2014, 02:34
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#3807
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elite*gold: 0
Join Date: Feb 2009
Posts: 254
Received Thanks: 84
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Quote:
Originally Posted by ExtasY♥
Hàtte mal eine frage.
Habe nun eine sorc, botten geht problemlos, nur portet er meinschmal direkt in die monster rein, kann man das irgentwie ausstellen? also das er so 1 meter vor den monsters telet und nicht direkt drauf. ^^
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Stelle mal dodge auf 100hp.
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09/25/2014, 13:43
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#3808
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elite*gold: 170
Join Date: Sep 2013
Posts: 3,043
Received Thanks: 983
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Quote:
Originally Posted by wessi86
Stelle mal dodge auf 100hp.
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Ist schon auf 100
Das problem ist bei Diaruns, er macht ne Soul auf und portet dann direkt rein, das will ich verhindern, da er sonst stirbt oder chicken macht^^.
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09/25/2014, 14:01
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#3809
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elite*gold: 0
Join Date: Feb 2009
Posts: 254
Received Thanks: 84
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Quote:
Originally Posted by ExtasY♥
Ist schon auf 100
Das problem ist bei Diaruns, er macht ne Soul auf und portet dann direkt rein, das will ich verhindern, da er sonst stirbt oder chicken macht^^.
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Dann probier doch mal, die teleport range zu verringern.
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09/27/2014, 12:55
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#3810
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elite*gold: 0
Join Date: Mar 2008
Posts: 117
Received Thanks: 3
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#frage zu dem mule script ! also automule mit einzelnen chars geht ganz gut
Code:
// List of profiles that will mule items.
enabledProfiles: ["account1", "account2", "account3"], //als Beispiel
// Stop a profile prior to muling. Useful when running 8 bots without proxies.
stopProfile: ":confused:"
wie trag ich das bei dem stopProfile: "wenns es geht bitte ein Beispiel hierzu einfügen" ein ? problem ich wollte mit 4 chars ein game botten und immer wenn einer voll ist soll er die anderen stoppen und mulen gehen. und brauch man dafür noch einen extra key oder kann der aus der liste der botter stammen ?
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