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D2NT Evading PROBLEM!!

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D2NT Evading PROBLEM!!

Hi all , I am using Muddys D2NT , and ive noticed that my necro will get stuck in evading back n forth - away from mobs and right in front of them then away from mobs and repeats til merc and golem kills stuff.

Anyone know how to configure the "evading/teleporting" ? He is evading WAY to much.

Also he seems to cast "DIM_VISION" a little bit too much and on Diablo the only skill he uses is "DIM_VISION"

Another problem i just noticed , when i encounter a physical immune and sometimes other immunes my necro will just cast "DIM_VISION" over and over, and my merc cant kill physical immune so he just stays their forever.

Any ideas?

Wow now my necro wont cast bone spear anymore , he swings his wand at enemys.

//------------------------------------------------------------------------------
// 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] = MWS_DIM_VISION; // This is the default curse which is used against most monsters. Set to 0 to deactivate.
NTConfig_AttackSkill[2] = 0; // This curse is used against vicious monsters. Set to 0 to deactivate.
NTConfig_AttackSkill[3] = MWS_CORPSE_EXPLOSION; // This slot is used for either Corpse or Poison Explosion. Set to 0 to deactivate.
NTConfig_AttackSkill[4] = MWS_BONE_SPIRIT; // Skill to be used against bosses.
NTConfig_AttackSkill[5] = 0; // Untimed Skill to be used against bosses.
NTConfig_AttackSkill[6] = MWS_BONE_SPEAR; // Skill to be used against other monsters.
NTConfig_AttackSkill[7] = 0; // Untimed Skill to be used against other monsters.

// Whether or not to get close to the target and let the minions do their job.
MWConfig_ApproachTarget = false;

// Specify the maximum number of Skeletons you would like to raise.
MWConfig_SkeletonMinionCount = 13;

// Specify the maximum number of Skeletal Mages you would like to raise.
MWConfig_MageMinionCount = 5;

// Specify the maximum number of Revives you would like to raise.
MWConfig_ReviveMinionCount = 10;

// 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 = 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 = 10;

// 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 = [4];

// 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] = -1; // Skill to be used against user defined immunes.
NTConfig_AttackSkill[9] = -1; // Untimed Skill to be used against user defined immunes.

// Always check if monsters are closing in and back off, in case they get too close. NOTE: You should at least have 105FCR in order to make this work smoothly.
MWConfig_KeepDistanceToMonsters = false;
// If you don't wish to evade monsters in a certain area, add it's areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
// MWConfig_EvasionExceptions.push(<areaid1>, <areaid2>, <areaidn>);



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