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D2NT problem


roy jones

Rekomendowane odpowiedzi

Opublikowano

Stworzyłem sobie bota na bowazon i wszystko pięknie chodzi ,na bossy,baalruny tylko nie kupuję mi strzał nie wiem z czego to wynika a robiłem skrypt według poradnika bigaaapple ;/

 

http://www.blizzsect...ipt-v1-6-a.html

 

Wrzuće tu swoje skrypty jeśli ktoś ma czas i chęci niech pomoże mi biedakowi ;p

var NTConfig_CastStatic;
function NT_LoadConfig()
{
//------------------------------------------------------------------------------
// Boss configuration
//------------------------------------------------------------------------------
//NTConfig_Script.push("NTPindleskin.ntj"); NTConfig_NihlathakExtension = false;
//NTConfig_Script.push("NTNihlathak.ntj"); NTConfig_PindleskinExtension = false;
//NTConfig_Script.push("NTEldritch.ntj"); NTConfig_ShenkExtension = false;
//NTConfig_Script.push("NTThreshSocket.ntj");
//NTConfig_Script.push("NTFrozenRiver.ntj"); NTConfig_ClearFrozenRiver = false;
//NTConfig_Script.push("NTGlacialTrail.ntj"); NTConfig_ClearGlacialTrail = false;
//NTConfig_Script.push("NTIcyCellar.ntj"); NTConfig_ClearIcyCellar = false;
//NTConfig_Script.push("NTDiablo.ntj"); NTConfig_KillDiablo=false;
//NTConfig_Script.push("NTHephasto.ntj");
//NTConfig_Script.push("NTIzual.ntj");
//NTConfig_Script.push("NTMephisto.ntj"); NTConfig_MephCouncil = true;
//NTConfig_Script.push("NTTravincal.ntj");
//NTConfig_Script.push("NTKurastTravel.ntj");
//NTConfig_Script.push("NTAct3Sewers.ntj"); NTConfig_ClearA3SewersLevel1 = 0; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTSummoner.ntj"); NTConfig_KillFireEye = true;
//NTConfig_Script.push("NTDuriel.ntj");
//NTConfig_Script.push("NTAncientTunnels.ntj");
//NTConfig_Script.push("NTColdworm.ntj");
//NTConfig_Script.push("NTRadament.ntj");
//NTConfig_Script.push("NTAndariel.ntj");
//NTConfig_Script.push("NTCountess.ntj");
//NTConfig_Script.push("NTTreehead.ntj");
//NTConfig_Script.push("NTPit.ntj"); NTConfig_ClearPitLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTMausoleum.ntj"); NTConfig_KillBloodRaven = true;
//NTConfig_Script.push("NTHole.ntj"); NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTTristram.ntj"); NTConfig_KillRakanishu = true;
NTConfig_Script.push("NTBaal.ntj"); NTConfig_KillBaal = true;
NTConfig_ClearWorldStone1 = 0; // 0 = no, 1 = path, 2 = all
NTConfig_ClearWorldStone2 = 0; // 0 = no, 1 = path, 2 = all
NTConfig_TPMsg = "TP up"; //tp message

NTConfig_Script.push("NTChaosSanctuary.ntj");  //use 1 for true and 0 for false
//Standard Configs
NTConfig_SealOrder = ['w', 'n', 'e']; //seal order, w = west (vizier), n = north (de seis), e = east (venom)
NTConfig_NextGameMsg = ''; // leave = '' to say nothing
NTConfig_FastMode = 1; // open seals and kill bosses only (a little more dangerous)
NTConfig_SkipRegularMonsters = 0; // true = skip regular monsters (non uniques/champs)
NTConfig_ClearFromFront = 1; // clear from the entrance to the star
NTConfig_OpenHiddenStashes = 0; // open the hidden stashes, doesnt open on fastmode
NTConfig_MakeTP = 1; // true to make a tp. if clearing from front it will make one there, else at star
// if MakeTP is true its basically public mode, if not none of the below will trigger
NTConfig_WaitAndBO = 1; // true = bot will wait for x seconds and cast BO (if you dont have CTA set to false)
NTConfig_BOSayMsg = 'Casting BO in'; // what to say when preparing to cast BO (dont include seconds)
NTConfig_BOWait = 1; // time in seconds to wait before using BO
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
me.maxgametime = 500; // time in seconds, maximum game length (0 is infinite)
NTConfig_StartDelay = 0; // Delay time in milliseconds to start;
NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area;
NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
//NTConfig_UseMerc = false; // Set to true if you use a mercenary, will revive merc at a reviver npc.
NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc
NTConfig_LifeThresh = 60; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 40; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 10; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 30; // This is your chicken life percent. If you go below this life total, exit game.
NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game.
NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 30; // This is the threshold to use a rejuv potion on your merc in percent.
NTConfig_MercChicken = 20; // This is your mercs chicken life percent. If he goes below this, exit game.
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
NTConfig_FreeSpace = 4;  // Number of free columns. If less full columns are free stashing is set.
// The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it.
NTConfig_Columns[0] = [1,1,1,1,0,0,0,0,0,0];
NTConfig_Columns[1] = [1,1,1,1,0,0,0,0,0,0];
NTConfig_Columns[2] = [1,1,1,1,0,0,0,0,0,0];
NTConfig_Columns[3] = [1,1,1,1,0,0,0,0,0,0];
NTConfig_MinGoldToStash = 100000; // Maximum gold amount carried before going to stash
//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
//----------------------------------------------------------------------------------------------
NTConfig_BeltColType[0] = "hp";
NTConfig_BeltColType[1] = "mp";
NTConfig_BeltColType[2] = "hp";
NTConfig_BeltColType[3] = "rv";
//-----------------------------------------------------------------------------------
  // SnagIt configuration
  // Select one group only (normal / advance / extreme)
  //-----------------------------------------------------------------------------------
  //NTConfig_NIPFilePath.push("normal/normal.nip");
  //NTConfig_NIPFilePath.push("normal/magic_rare.nip");
  //NTConfig_NIPFilePath.push("normal/set.nip");
  //NTConfig_NIPFilePath.push("normal/unique.nip");
  //NTConfig_NIPFilePath.push("normal/craft.nip");
  NTConfig_NIPFilePath.push("normal/Early.nip");
  //NTConfig_NIPFilePath.push("advance/normal.nip");
  //NTConfig_NIPFilePath.push("advance/magic_rare.nip");
  //NTConfig_NIPFilePath.push("advance/set.nip");
  //NTConfig_NIPFilePath.push("advance/unique.nip");
  //NTConfig_NIPFilePath.push("advance/craft.nip");
  //NTConfig_NIPFilePath.push("extreme/normal.nip");
  //NTConfig_NIPFilePath.push("extreme/magic_rare.nip");
  //NTConfig_NIPFilePath.push("extreme/set.nip");
  //NTConfig_NIPFilePath.push("extreme/unique.nip");
  //NTConfig_NIPFilePath.push("extreme/craft.nip");
NTConfig_SnagRange = 40; // Radius to check for dropped items. 40 is a good number here
//------------------------------------------------------------------------------
// Cubing configuration
//------------------------------------------------------------------------------
NTConfig_Cubing = false;  // Enable cubing
//NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull
//NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara
//NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm
NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]);  // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]);  // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]);  // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]);  // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]);  // Craft Ring
NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]);
//NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]);
//NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]);
//NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]);
//NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]);
//NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]);
//NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]);
NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]);
NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]);
NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]);
NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]);
NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]);
NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]);
NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]);
//NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]);
//NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]);
//NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]);
//NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]);
//NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]);
//NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]);
//NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]);
//NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]);
//NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]);
//***** Include the following, Primary item must be setted in item_configs folder *****
//NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 442]); // Socket Sacred Armor
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 255]); // Socket Thresher
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 256]); // Socket Cryptic Axe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 257]); // Socket Great Poleaxe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 258]); // Socket Giant Thresher
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_WEAPON, 295]); // Titan's Revenge : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 337]); // Magefist : Normal -> Exceptional
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 360]); // Skin of the Vipermagi : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 383]); // Magefist or Lava Gout : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 389]); // Gore Rider : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 477]); // Arreat's Face : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 481]); // Herald Of Zakarum : Exceptional -> Elite
//------------------------------------------------------------------------------
// Gamble configuration
// To specify what items to gamble, adjust the array with the desired item codes
//------------------------------------------------------------------------------
NTConfig_Gamble = true;  // Enable gambling
NTConfig_GambleStartGold = 800000; // Gold amount to start the gambling
NTConfig_GambleStopGold = 300000; // Gold amount to stop the gambling
NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
NTConfig_GambleItem.push(418); // Circlets
NTConfig_GambleItem.push(419); // Coronets
//NTConfig_GambleItem.push(334); // Leather Gloves
//NTConfig_GambleItem.push(335); // Heavy Gloves
NTConfig_GambleItem.push(336); // Chain Gloves
//NTConfig_GambleItem.push(337); // Light Gauntlets
//NTConfig_GambleItem.push(338); // Gauntlets
//------------------------------------------------------------------------------
// General configuration
//------------------------------------------------------------------------------
NTConfig_PublicMode = false;
NTConfig_CheckCloneDiablo = false; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" msg.
NTConfig_OpenChest = true;   // Set to true to open chest
me.quitonhostile = false;
//------------------------------------------------------------------------------
// Attack configuration
//------------------------------------------------------------------------------
//6 = Magic Arrow
//7 = Fire Arrow
//10 = Jab
//11 = Cold Arrow
//12 = Multiple Shot
//16 = Exploding Arrow
//21 = Ice Arrow
//22 = Guided Arrow
//24 = Charged Strike
//25 = Plague Jav
//26 = Strafe
//27 = Immolation Arrow
//30 = Fend
//31 = Freezing Arrow
//35 = Lightning Fury
NTConfig_AttackSkill[0] = 26; // First skill. Maybe slow missiles
NTConfig_AttackSkill[1] = 26; // Primary skill to super unique/champion.
NTConfig_AttackSkill[2] = 26; // Primary untimed skill to super unique/champion.
NTConfig_AttackSkill[3] = 26; // Primary skill to others.
NTConfig_AttackSkill[4] = 26; // Primary untimed skill to others.
NTConfig_AttackSkill[5] = 26; // Secondary skill in case monster is immune to primary skill.
NTConfig_AttackSkill[6] = 26; // Secondary untimed skill.
NTConfig_AttackSkill[7] = 26 // Primary skill to boss (diablo/baal/meph/etc) Not immune to spells I guess.
// Check self safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Potion, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckSelfSafe = 0x04|0x40;
// Check merc's safe in field (NOT in town). Set to 0 if you won't
// 0x01 : Death, 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
NTConfig_CheckMercSafe = 0x01|0x04|0x10|0x40;
NTConfig_CastStatic = 60; // Cast Static Field until monster's HP lower less than this percent. Set to 100 if you won't
}

 

I jeszcze Town manager

 

var _NTTMGR_BuyPots;
var _NTTMGR_BuyTP;
var _NTTMGR_BuyKey;
var _NTTMGR_DoHeal;
var _NTTMGR_DoID;
var _NTTMGR_DoRepair;
var _NTTMGR_DoRevive;
var _NTTMGR_RemoveCurse;
var _NTTMGR_BuyArrows;
function NTTMGR_TownManager(simple)
{
var _cubing;
if(arguments.length < 1)
 simple = false;
NTC_ClearCursor();
NTT_CleanPotions();
_NTTMGR_BuyPots = NTT_CheckBelt();
_NTTMGR_BuyTP = (NTTMGR_CheckScrolls(1) < 4);
_NTTMGR_BuyKey = (NTConfig_OpenChest && NTTMGR_CheckKeys() < 4);
_NTTMGR_DoHeal = NTT_CheckHeal();
_NTTMGR_DoID = NTT_CheckUnids();
_NTTMGR_DoRepair = NTT_CheckRepair(40);
_NTTMGR_DoRevive = NTT_CheckMerc();
_NTTMGR_RemoveCurse = NTTMGR_CheckCurse(NTConfig_CheckSelfSafe > 0x01 ? 0x7E : 0, NTConfig_CheckMercSafe > 0x01 ? 0x7E : 0);
NTCU_InitCubing();
NTC_PutSkill(115, NTC_HAND_RIGHT);
if(me.GetSkill(12, false) > 1)
{
  _NTTMGR_BuyArrows = true;
  if(NTC_InTown())
  NTTMGR_CheckAmazonBow();
}
switch(me.act)
{
case 1:
 if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID)
  NTTMGR_VisitAkara();
 _cubing = (!simple && NTCU_CheckCubing());
 if(_cubing || NTT_CheckInventory())
  NTTMGR_VisitStash(_cubing);
 if(_NTTMGR_DoRevive)
  NTTMGR_VisitKashya();
 if(_NTTMGR_DoRepair  || _NTTMGR_BuyArrows)
  NTTMGR_VisitCharsi();
 if(!simple && NTConfig_Gamble && NTC_MyGold() > NTConfig_GambleStartGold)
 {
  NTTMGR_VisitGheed();
  _cubing = (!simple && NTCU_CheckCubing());
  if(_cubing || NTT_CheckInventory())
   NTTMGR_VisitStash(_cubing);
 }
 break;
case 2:
 if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_DoRepair || _NTTMGR_BuyArrows)
  NTTMGR_VisitFara();
 if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID)
  NTTMGR_VisitDrognan();
 if(_NTTMGR_BuyKey)
  NTTMGR_VisitLysander();
 _cubing = (!simple && NTCU_CheckCubing());
 if(_cubing || NTT_CheckInventory())
  NTTMGR_VisitStash(_cubing);
 if(_NTTMGR_DoRevive)
  NTTMGR_VisitGreiz();
 if(!simple && NTConfig_Gamble && NTC_MyGold() > NTConfig_GambleStartGold)
 {
  NTTMGR_VisitElzix();
  _cubing = (!simple && NTCU_CheckCubing());
  if(_cubing || NTT_CheckInventory())
   NTTMGR_VisitStash(_cubing);
 }
 break;
case 3:
 if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID)
  NTTMGR_VisitOrmus();
 _cubing = (!simple && NTCU_CheckCubing());
 if(_cubing || NTT_CheckInventory())
  NTTMGR_VisitStash(_cubing);
 if(_NTTMGR_DoRevive)
  NTTMGR_VisitAsheara();
 if(_NTTMGR_DoRepair || _NTTMGR_BuyKey || _NTTMGR_BuyArrows)
  NTTMGR_VisitHratli();
 if(!simple && NTConfig_Gamble && NTC_MyGold() > NTConfig_GambleStartGold)
 {
  NTTMGR_VisitAlkor();
  _cubing = (!simple && NTCU_CheckCubing());
  if(_cubing || NTT_CheckInventory())
   NTTMGR_VisitStash(_cubing);
 }
 break;
case 4:
 if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID)
  NTTMGR_VisitJamella(false);
 if(_NTTMGR_DoRepair  || _NTTMGR_BuyArrows)
  NTTMGR_VisitHalbu();
 _cubing = (!simple && NTCU_CheckCubing());
 if(_cubing || NTT_CheckInventory())
  NTTMGR_VisitStash(_cubing);
 if(_NTTMGR_DoRevive)
  NTTMGR_VisitTyrael();
 if(!simple && NTConfig_Gamble && NTC_MyGold() > NTConfig_GambleStartGold)
 {
  NTTMGR_VisitJamella(true);
  _cubing = (!simple && NTCU_CheckCubing());
  if(_cubing || NTT_CheckInventory())
   NTTMGR_VisitStash(_cubing);
 }
 break;
case 5:
 if(_NTTMGR_DoHeal || _NTTMGR_RemoveCurse || _NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID)
  NTTMGR_VisitMalah();
 _cubing = (!simple && NTCU_CheckCubing());
 if(_cubing || NTT_CheckInventory())
  NTTMGR_VisitStash(_cubing);
 if(_NTTMGR_DoRepair  || _NTTMGR_BuyArrows)
  NTTMGR_VisitLarzuk();
 if(_NTTMGR_DoRevive)
  NTTMGR_VisitQualKehk();
 if(!simple && NTConfig_Gamble && NTC_MyGold() > NTConfig_GambleStartGold)
 {
  NTTMGR_VisitAnya();
  _cubing = (!simple && NTCU_CheckCubing());
  if(_cubing || NTT_CheckInventory())
   NTTMGR_VisitStash(_cubing);
 }
 break;
}
}
function NTTMGR_VisitTown()
{
var _prearea = me.areaid;
if(!NTTM_CheckAct())
 return false;
NTTMGR_TownManager(true);
if(!NTTM_TownMove("portalspot"))
 return false;
if(!NTM_UsePortal("BluePortal", _prearea))
 return false;
if(NTConfig_PublicMode)
 NTM_MakeTP();
return true;
}
function NTTMGR_VisitStash(cubing)
{
var _stash;
NTTM_TownMove("stash");
_stash = NTC_FindUnit(NTC_UNIT_OBJECT, NTC_UNIT_STASH, 5);
if(_stash)
{
 if(NTT_DoInteract(_stash))
 {
  NTT_ManageStash();
  if(cubing)
  {
   NTCU_DoCubing();
   if(NTT_DoInteract(_stash))
 NTT_ManageStash();
   me.Cancel(1);
   NTT_ClearInventory();
  }
  else
   me.Cancel(1);
 }
}
}
function NTTMGR_VisitAkara()
{
var _npc;
NTTM_TownMove("akara");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_AKARA, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID)
  {
   if(NTT_DoTrade(_npc))
   {
 if(_NTTMGR_BuyPots)
  NTT_FillBelt(_npc);
 if(_NTTMGR_BuyTP)
  NTT_FillTome(_npc, 1);
 if(_NTTMGR_BuyKey)
  NTT_FillKey(_npc);
 if(_NTTMGR_DoID)
  NTTMGR_IDItems(_npc);
   }
  }
  me.Cancel(1);
 }
}
}
function NTTMGR_VisitKashya()
{
var _npc;
NTTM_TownMove("kashya");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_KASHYA, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  NTT_ReviveMerc();
  me.Cancel(1);
  if(NTConfig_ResetWeapon)
   NTT_ResetWeaponMerc();
 }
}
}
function NTTMGR_VisitCharsi()
{
var _npc;
NTTM_TownMove("charsi");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_CHARSI, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_DoRepair || _NTTMGR_BuyArrows)
if(NTT_DoTrade(_npc))
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyArrows)
NTT_FillArrows(_npc);
me.Cancel(1);
}
}
}
function NTTMGR_VisitGheed()
{
var _npc;
NTTM_TownMove("gheed");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_GHEED, 5);
if(_npc)
{
 while(NTC_MyGold() > NTConfig_GambleStopGold)
 {
  if(NTT_DoInteract(_npc))
  {
   if(NTT_DoTrade(_npc, 1))
 NTT_GambleIt(_npc);
   me.Cancel(1);
  }
  else
   break;
 }
}
}
function NTTMGR_VisitFara()
{
var _npc;
NTTM_TownMove("fara");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_FARA, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_DoRepair || _NTTMGR_BuyArrows)
if(NTT_DoTrade(_npc))
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyArrows)
NTT_FillArrows(_npc);
me.Cancel(1);
}
}
}
function NTTMGR_VisitDrognan()
{
var _npc;
NTTM_TownMove("drognan");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_DROGNAN, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  if(NTT_DoTrade(_npc))
  {
   if(_NTTMGR_BuyPots)
 NTT_FillBelt(_npc);
   if(_NTTMGR_BuyTP)
 NTT_FillTome(_npc, 1);
   if(_NTTMGR_DoID)
 NTTMGR_IDItems(_npc);
  }
  me.Cancel(1);
 }
}
}
function NTTMGR_VisitLysander()
{
var _npc;
NTTM_TownMove("lysander");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_LYSANDER, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  if(NTT_DoTrade(_npc))
   NTT_FillKey(_npc);
  me.Cancel(1);
 }
}
}
function NTTMGR_VisitGreiz()
{
var _npc;
NTTM_TownMove("greiz");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_GREIZ, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  NTT_ReviveMerc();
  me.Cancel(1);
  if(NTConfig_ResetWeapon)
   NTT_ResetWeaponMerc();
 }
}
}
function NTTMGR_VisitElzix()
{
var _npc;
NTTM_TownMove("elzix");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ELZIX, 5);
if(_npc)
{
 while(NTC_MyGold() > NTConfig_GambleStopGold)
 {
  if(NTT_DoInteract(_npc))
  {
   if(NTT_DoTrade(_npc, 1))
 NTT_GambleIt(_npc);
   me.Cancel(1);
  }
  else
   break;
 }
}
}
function NTTMGR_VisitOrmus()
{
var _npc;
NTTM_TownMove("ormus");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ORMUS, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_DoID)
  {
   if(NTT_DoTrade(_npc))
   {
 if(_NTTMGR_BuyPots)
  NTT_FillBelt(_npc);
 if(_NTTMGR_BuyTP)
  NTT_FillTome(_npc, 1);
 if(_NTTMGR_DoID)
  NTTMGR_IDItems(_npc);
   }
  }
  me.Cancel(1);
 }
}
}
function NTTMGR_VisitAsheara()
{
var _npc;
NTTM_TownMove("asheara");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ASHEARA, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  NTT_ReviveMerc();
  me.Cancel(1);
  if(NTConfig_ResetWeapon)
   NTT_ResetWeaponMerc();
 }
}
}
function NTTMGR_VisitHratli()
{
var _npc;
NTTM_TownMove("hratli");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_HRATLI, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
{
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyKey)
NTT_FillKey(_npc);
if(_NTTMGR_BuyArrows)
NTT_FillArrows(_npc);
}
me.Cancel(1);
}
}
}
function NTTMGR_VisitAlkor()
{
var _npc;
NTTM_TownMove("alkor");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ALKOR, 5);
if(_npc)
{
 while(NTC_MyGold() > NTConfig_GambleStopGold)
 {
  if(NTT_DoInteract(_npc))
  {
   if(NTT_DoTrade(_npc, 1))
 NTT_GambleIt(_npc);
   me.Cancel(1);
  }
  else
   break;
 }
}
}
function NTTMGR_VisitJamella(gamble)
{
var _npc;
NTTM_TownMove("jamella");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_JAMELLA, 5);
if(_npc)
{
 if(gamble)
 {
  while(NTC_MyGold() > NTConfig_GambleStopGold)
  {
   if(NTT_DoInteract(_npc))
   {
 if(NTT_DoTrade(_npc, 1))
  NTT_GambleIt(_npc);
 me.Cancel(1);
   }
   else
 break;
  }
 }
 else
 {
  if(NTT_DoInteract(_npc))
  {
   if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID)
   {
 if(NTT_DoTrade(_npc))
 {
  if(_NTTMGR_BuyPots)
   NTT_FillBelt(_npc);
  if(_NTTMGR_BuyTP)
   NTT_FillTome(_npc, 1);
  if(_NTTMGR_BuyKey)
   NTT_FillKey(_npc);
  if(_NTTMGR_DoID)
   NTTMGR_IDItems(_npc);
 }
   }
   me.Cancel(1);
  }
 }
}
}
function NTTMGR_VisitHalbu()
{
var _npc;
NTTM_TownMove("halbu");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_HALBU, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(_NTTMGR_DoRepair || _NTTMGR_BuyArrows)
if(NTT_DoTrade(_npc))
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyArrows)
NTT_FillArrows(_npc);
me.Cancel(1);
}
}
}
function NTTMGR_VisitTyrael()
{
var _npc;
NTTM_TownMove("tyrael");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_TYRAEL_ACT_4, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  NTT_ReviveMerc();
  me.Cancel(1);
  if(NTConfig_ResetWeapon)
   NTT_ResetWeaponMerc();
 }
}
}
function NTTMGR_VisitMalah()
{
var _npc;
NTTM_TownMove("malah");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_MALAH, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  if(_NTTMGR_BuyPots || _NTTMGR_BuyTP || _NTTMGR_BuyKey || _NTTMGR_DoID)
  {
   if(NTT_DoTrade(_npc))
   {
 if(_NTTMGR_BuyPots)
  NTT_FillBelt(_npc);
 if(_NTTMGR_BuyTP)
  NTT_FillTome(_npc, 1);
 if(_NTTMGR_BuyKey)
  NTT_FillKey(_npc);
 if(_NTTMGR_DoID)
  NTTMGR_IDItems(_npc);
   }
  }
  me.Cancel(1);
 }
}
}
function NTTMGR_VisitLarzuk()
{
var _npc;
NTTM_TownMove("larzuk");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_LARZUK, 5);
if(_npc)
{
if(NTT_DoInteract(_npc))
{
if(NTT_DoTrade(_npc))
if(_NTTMGR_DoRepair || _NTTMGR_BuyArrows)
if(_NTTMGR_DoRepair)
NTT_RepairItems(_npc);
if(_NTTMGR_BuyArrows)
NTT_FillArrows(_npc);
me.Cancel(1);
}
}
}
function NTTMGR_VisitQualKehk()
{
var _npc;
NTTM_TownMove("qual-kehk");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_QUALKEHK, 5);
if(_npc)
{
 if(NTT_DoInteract(_npc))
 {
  NTT_ReviveMerc();
  me.Cancel(1);
  if(NTConfig_ResetWeapon)
   NTT_ResetWeaponMerc();
 }
}
}
function NTTMGR_VisitAnya()
{
var _npc;
NTTM_TownMove("anya");
_npc = NTC_FindUnit(NTC_UNIT_NPC, NTC_NPC_ID_ANYA_TOWN, 5);
if(_npc)
{
 while(NTC_MyGold() > NTConfig_GambleStopGold)
 {
  if(NTT_DoInteract(_npc))
  {
   if(NTT_DoTrade(_npc, 1))
 NTT_GambleIt(_npc);
   me.Cancel(1);
  }
  else
   break;
 }
}
}
function NTTMGR_CheckScrolls(scrolltype)
{
var _tome = NTT_GetTome(scrolltype);
if(_tome)
 return _tome.GetStat(70);
return 0;
}
function NTTMGR_CheckKeys()
{
var _key;
if(me.classid == NTC_CHAR_CLASS_ASSASSIN)
 return 12;
_key = NTT_GetKey();
if(_key)
 return _key.GetStat(70);
return 0;
}
function NTTMGR_IDItems(npc)
{
var _tome, _scroll;
var _result;
var _items = NTT_GetUnidItems();
if(!_items || _items.length < 1)
 return;
_tome = NTT_GetTome();
if(_tome && _tome.GetStat(70) < _items.length)
 NTT_FillTome(npc);
for(var i = 0 ; i < _items.length ; i++)
{
 switch(NTSI_CheckItem(_items[i]))
 {
 case 1:
  NTC_SendLogToOOG(NTC_LOG_ITEM, "Kept " + NTC_ItemQualityToMGRColor[_items[i].quality] + _items[i].name.split("\n")[0] + ";" + _items[i].itemdesc);
 case 2:
  break;
 case -1:
  if(_tome)
   _result = NTT_IdItem(_tome, _items[i]);
  else
  {
   _scroll = NTT_GetScroll();
   if(!_scroll)
   {
 NTT_BuyScrolls(npc);
 _scroll = NTT_GetScroll();
   }
   _result = NTT_IdItem(_scroll, _items[i]);
  }
  if(_result)
  {
   switch(NTSI_CheckItem(_items[i]))
   {
   case 1:
 NTC_SendLogToOOG(NTC_LOG_ITEM, "Kept " + NTC_ItemQualityToMGRColor[_items[i].quality] + _items[i].name.split("\n")[0] + ";" + _items[i].itemdesc);
   case 2:
 break;
   default:
 NTT_ShopItem(_items[i], npc, 1);
 break;
   }
  }
  else
   NTT_ShopItem(_items[i], npc, 1);
  break;
 }
}
}
// mask - 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
function NTTMGR_CheckCurse(selfmask, mercmask)
{
if(selfmask > 0x01)
{
 if((selfmask&0x02) && me.GetState(2))
  return true;
 if((selfmask&0x04) && me.GetState(9))
  return true;
 if((selfmask&0x08) && me.GetState(19))
  return true;
 if((selfmask&0x10) && me.GetState(55))
  return true;
 if((selfmask&0x20) && me.GetState(60))
  return true;
 if((selfmask&0x40) && me.GetState(61))
  return true;
}
if(mercmask > 0x01)
{
 var _merc = NTC_GetMerc();
 if(_merc)
 {
  if((mercmask&0x02) && _merc.GetState(2))
   return true;
  if((mercmask&0x04) && _merc.GetState(9))
   return true;
  if((mercmask&0x08) && _merc.GetState(19))
   return true;
  if((mercmask&0x10) && _merc.GetState(55))
   return true;
  if((mercmask&0x20) && _merc.GetState(60))
   return true;
  if((mercmask&0x40) && _merc.GetState(61))
   return true;
 }
}
return false;
}
// self - 0x01 : Potion
// merc - 0x01 : Death
// common - 0x02 : Poison, 0x04 : Amplify Damage, 0x08 : Weaken, 0x10 : Iron Maiden, 0x20 : Decrepify, 0x40 : Lower Resist
function NTTMGR_CheckSafe(selfmask, mercmask)
{
if(((selfmask&0x01) && NTT_CheckBelt()) || ((mercmask&0x01) && NTT_CheckMerc()) || NTTMGR_CheckCurse(selfmask, mercmask))
 return NTTMGR_VisitTown();
return true;
}
function NTTMGR_CheckAmazonBow()
{
  if(me.GetSkill(NTC_HAND_LEFT) == 0 || me.GetSkill(NTC_HAND_RIGHT) ==  149 || me.GetSkill(NTC_HAND_RIGHT) == 155)
  NTC_SwapWeapons();
  var _weapon = me.GetItems();
 if(_weapon)
 {
		 for(var i = 0 ; i < _weapon.length ; i++)
	   {
	 if(_weapon[i].classid == 526 || _weapon[i].classid == 528)
			  {
				    if(_weapon[i].GetStat(70) <= 350 &&  _weapon[i].itemloc == 5 && _weapon[i].mode == 1)
				    {
					   SetUIState(0x01, true);
					   NTC_PingDelay(200);
					   NTC_ItemToCursor(_weapon[i]);
					   NTC_PingDelay(200);
					   NTC_ClearCursor();
					   NTC_PingDelay(200);
					   me.Cancel(1);
					   break; 
				    }
				 }	   
	    }
	 }
}

Opublikowano

Powiem Ci że się nie znam ale rzuciła m,i się w oczy w tym poradniku jedna rzecz....

W Step 10. masz prócz BuyArrows jeszcze FillArrows...

Może dodaj tą linijkę?

 

Fill-z ang. uzupełniać.

Siema Eniu;)


Opublikowano

wiem ,gdzie popełniłem błąd w funkcji NTTown nie wkleiłem kodu ,który definował funkcję BuyArrows i stąd te błędy,

jeszcze muszę popracowac nad funkcją ,która będzie sprawdzała ilość strzał w plecaku,bo bot za każdym razem kupuje strzały tym samym zapychając miejsce w plecaku ;P

ktoś wie?

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