also mein bot macht immer 90 Sekunden Pause nach jedem run, obwohl ich es auf 15 eingestellt habe und wenn er sich einloggt braucht er auch erstmal 90 sec bis er nen game macht -.-
Code:
var gameMinLength = 180000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)
var unableToConnectRetry = 5; // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
var realmDownRetry = 180; // time in minutes to retry connecting on a realm down (default is 120 minutes)
var disconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related)
var cdkeyInUseRetry = 5; // 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 = 15000; // time in milliseconds to wait between making games
var createGameThresholdRandom = 2000; // 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 = 1000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
var gameDoesNotExistDelayMax = 1000; // 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 = false; // 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
var JoinFromChat = true;
//########################################################################################################################################
//################################AUTOMULE SETTINGS#######################################################################################
//########################################################################################################################################
var MuleAccount = "MULE ACC NAME";
var MulePassword = "MULE ACC PW";
var MuleCharLocation = 0; // charloc 1 = 0 , charloc 2 = 1 , charloc 3 = 2, ..... counts +1 after mule is full
var MuleGame = "MULE GAME NAME";
var MuleGamePassword ="MULE GAME PW";
// 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;
var zxetay = false;
Include("libs/controlInfo.ntl");
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
var controlData = new controlInfo();
var game = '';
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)
{
if(zxetay){
if(Load("NTBot/NTMule.ntj"))
{
_ingame = true;
sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
lastGameStatus = 2; // in game successful
}
}
else {
if(Load("NTBot/NTBotGame.ntj"))
{
_ingame = true;
if(me.playtype > 0)
sendEventToOOG(D2NT_MGR_INGAME, "In Game[IP:" + me.gameserverip.split(".")[3] + "]", 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);
}
RegisterEvent(EVENT_SCRIPTMSG, NT_ScriptMsgEvents1);
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);
}
}
if(GetTickCount() > nextGameMake)
{
var _control;
lastGameFailed = false;
switch(lastGameStatus)
{
case 0:
_control = controlData.get(controlData.controls.lobby.button.create);
if(_control && _control.pressed)
{
controlData.click(controlData.controls.lobby.button.join);
Delay(500);
}
controlData.click(controlData.controls.lobby.button.create);
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;
break;
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.create);
if(_control && _control.pressed)
{
controlData.click(controlData.controls.lobby.button.join);
Delay(500);
}
controlData.click(controlData.controls.lobby.button.create);
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
if(!controlData.get(controlData.controls.lobby.create.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
}
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if(!controlData.get(controlData.controls.lobby.join.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.create);
Delay (1000);
controlData.click(controlData.controls.lobby.button.join);
Delay (1000);
}
if (game != '')
{
controlData.setText( controlData.controls.lobby.join.editBox.gameName, game);
Delay (200);
controlData.setText( controlData.controls.lobby.join.editBox.password, gamepassword);
Delay (200);
controlData.click(controlData.controls.lobby.join.button.joinGame);
Delay (800);
controlData.click(controlData.controls.lobby.button.quit);
Delay (800);
controlData.click(controlData.controls.lobby.button.join);
RunGC(); // run garbage collector between each game
//locationTimeout(1000, location);
lastGameStatus = 1; // pending join
check = 1;
}
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
RunGC(); // run garbage collector between each game
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, "Game 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);
controlData.click(controlData.controls.lobby.button.quit);
lastGameStatus = 0;
controlData.click(controlData.controls.lobby.button.quit);
setNextGameMake();
//locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}
function locationActionA(location)
{
switch(location.id)
{
case 3: // Lobby Chat
break;
case 1: // Lobby
Delay(500);
controlData.click(controlData.controls.lobby.button.join);
Delay(500);
break;
case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
if(!controlData.get(controlData.controls.lobby.create.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
}
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if(!controlData.get(controlData.controls.lobby.join.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
}
controlData.setText( controlData.controls.lobby.join.editBox.gameName, MuleGame);
Delay (200);
controlData.setText( controlData.controls.lobby.join.editBox.password, MuleGamePassword);
Delay (200);
controlData.click(controlData.controls.lobby.join.button.joinGame);
RunGC(); // run garbage collector between each game
//locationTimeout(1000, location);
lastGameStatus = 1; // pending join
check = 1;
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, MuleAccount);
Delay(1000)
controlData.setText(controlData.controls.login.editBox.password, MulePassword);
Delay(500);
controlData.click(controlData.controls.login.button.logIn);
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[MuleCharLocation]);
if(_control && _control.GetText() != undefined)
break;
Delay(500);
}
if(_time < characterScreenTimeout)
{
Delay(characterSelectDelay);
controlData.click(controlData.controls.characterSelect.textBox.characters[MuleCharLocation], 0, 0, 1);
controlData.click(controlData.controls.characterSelect.textBox.characterInfo[MuleCharLocation], 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
RunGC(); // run garbage collector between each game
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, "Game 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
controlData.click(controlData.controls.lobby.button.quit);
//lastGameStatus = 0;
//setNextGameMake();
//locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}
function locationActionB(location)
{
switch(location.id)
{
case 3: // Lobby Chat
Delay(5000);
controlData.click(controlData.controls.lobby.button.create);
break;
case 1: // Lobby
Delay(5000);
controlData.click(controlData.controls.lobby.button.create);
break;
case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;
case 4: // Create Game
if(!controlData.get(controlData.controls.lobby.create.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
}
controlData.setText( controlData.controls.lobby.create.editBox.gameName, MuleGame);
Delay (200);
controlData.setText( controlData.controls.lobby.create.editBox.password, MuleGamePassword);
Delay (200);
controlData.click(controlData.controls.lobby.create.button.normal);
Delay(500);
controlData.click(controlData.controls.lobby.create.button.createGame);
Delay(500);
//sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);
RunGC(); // run garbage collector between each game
locationTimeout(5000, location);
lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;
case 5: // Join Game
if(!controlData.get(controlData.controls.lobby.join.editBox.gameName))
{
controlData.click(controlData.controls.lobby.button.create);
Delay (500);
controlData.click(controlData.controls.lobby.button.join);
Delay (500);
}
controlData.setText( controlData.controls.lobby.join.editBox.gameName, MuleGame);
Delay (200);
controlData.setText( controlData.controls.lobby.join.editBox.password, MuleGamePassword);
Delay (200);
controlData.click(controlData.controls.lobby.join.button.joinGame);
RunGC(); // run garbage collector between each game
//locationTimeout(1000, location);
lastGameStatus = 1; // pending join
check = 1;
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, MuleAccount);
Delay(1000)
controlData.setText(controlData.controls.login.editBox.password, MulePassword);
Delay(500);
controlData.click(controlData.controls.login.button.logIn);
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
RunGC(); // run garbage collector between each game
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, "Game 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
controlData.click(controlData.controls.lobby.button.quit);
//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;
}
function NT_ScriptMsgEvents1(msg)
{
switch(msg)
{
case "MULE":
ExitGame();
NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on Mule Account");
NTC_Delay(2000);
NTC_Delay(20000);
controlData.click(controlData.controls.lobby.button.quit);
NTC_Delay(2000);
controlData.click(controlData.controls.characterSelect.button.exit);
NTC_Delay(2000);
while(1)
{
if(!me.ingame){
locationActionA(controlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTJOIN.ntj");
break;
}
}
break;
case "MULE_START":
Delay(5000);
while(1)
{
if(!me.ingame){
locationActionB(controlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTMule.ntj");
break;
}
}
zxetay = true;
break;
case "MULE_FULL":
ExitGame();
NTC_SendLogToOOG(NTC_LOG_COMMON, "Log on next Mule char because current Mulechar is full!");
NTC_Delay(10000);
controlData.click(controlData.controls.lobby.button.quit);
MuleCharLocation++;
while(1)
{
if(!me.ingame){
locationActionA(controlData.getLocation());
}
else{
Delay(5000);
Load("NTBot/bots/NTJOIN.ntj");
break;
}
}
zxetay = true;
break;
case "DONE":
ExitGame();
NTC_Delay(10000);
NTC_SendLogToOOG(NTC_LOG_COMMON, "Finished Muling!");
NTC_Delay(2000);
controlData.click(controlData.controls.lobby.button.quit);
NTC_Delay(2000);
controlData.click(controlData.controls.characterSelect.button.exit);
zxetay = false;
}
}
Ja, das ist schon eine Sauerei, wenn man innerhalb von 25 Minuten keine Antwort bekommt, da würde ich auch sofort einen neuen Thread aufmachen.
Hoffentlich hilft dir keiner, ein sollches Verhalten sollte nicht unterstützt werden.
du verschissener ********* verpiss dich endlich mal
ich hab schon vor tagen Leute angeschrieben aber nie ne antwort bekommen....
man so nen wixer wie dich findet man auch nur einmal
du verschissener ********* verpiss dich endlich mal
ich hab schon vor tagen Leute angeschrieben aber nie ne antwort bekommen....
man so nen wixer wie dich findet man auch nur einmal
hahahahahahahahahahahahahahahahahahahahahahahahaha hahahahaha zu geil
ich würd mir aber nen multi machen um so zu flamen ehrlich gesagt.
Edith sagt, dass du dich mit deinem Post grade lieber ganz schnell wegtrollen solltest.
du verschissener ********* verpiss dich endlich mal
ich hab schon vor tagen Leute angeschrieben aber nie ne antwort bekommen....
man so nen wixer wie dich findet man auch nur einmal
Vote4ban
Selbst wenn Dir jemand auf den Keks geht hast Du noch lange nicht das Recht, so mit ihm umzugehen.
Besonders nicht, wenn er im Recht ist..
Wenn Dir jemand nicht paßt, setz ihn auf die Ignore-Liste, wenn Du denn weißt, wie das geht...
Ich kann und will nicht glauben, daß so ein asozialer Umgangston die Regel werden sollte...
lanara wurde schon bei den mods gemeldet weil er ständig sinlose posts macht
Da hab ich aber nu Angst. Solange hier Leute wie du, allstarz., Der J0ker etc. ständig sinnlose Threads eröffnen, werden auch weiterhin sinnlose Posts in diesen sinnlosen Threads von mir kommen.
du verschissener ********* verpiss dich endlich mal
ich hab schon vor tagen Leute angeschrieben aber nie ne antwort bekommen....
man so nen wixer wie dich findet man auch nur einmal
Quote:
Originally Posted by Knutschkugel
lanara wurde schon bei den mods gemeldet weil er ständig sinlose posts macht
du verschissener ********* verpiss dich endlich mal
ich hab schon vor tagen Leute angeschrieben aber nie ne antwort bekommen....
man so nen wixer wie dich findet man auch nur einmal
how Create share to Server and game 01/08/2010 - Dekaron Private Server - 14 Replies if i get new share fillies
and i need to edit ham to work in Server
how edit ham can anyone Tell Me how
i need anyman explanation how to do it
:rolleyes:
http://www.elitepvpers.com/forum/2moons-pserver-ho sting/361622-rebirth-client-patch-rebirth-share-pa tch-server.html
MultiClient (How to create one for every game) 11/06/2009 - General Gaming Discussion - 7 Replies Hello everyone, this entire guide has been rewritten to make it like (Vmware for dummies) =).
Now comes in a program called Vmware, it is a virtual PC software that makes virtual computers inside your current system, and is the only Vm product to support Direct3d, which is needed to run all the games
To download Vmware go to this site www.enfull.com and on the bottom left corner of the page is a search box, type in Vmware and click on VMware-workstation-5.5.3-34685.exe you will see...
NTBot (+D2BS) create Game delay spackt :( 09/27/2009 - Diablo 2 - 5 Replies Hey,
normalerweise komm ich auf solche Sachen selber aber im moment verzweifel ich echt...
Mein Bot nimmt sich 3-4 Minuten zwischen jedem Game bevor er ein neues erstellt!
Die GameMinLength ist 185sec, und der gamecreate delay bei 8-15sec.
Er braucht für einen Run meistens 3 1/2 Minuten, d.h. er sollte das nächste game eigentlich direkt nach dem Gamecreatedelay öffnen... macht er aber nicht, er wartet irgendwie nochmal die GameMinLength in der Lobby ab -.-
Ich hab keine Ahnung was ich...