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MM.Bot How to Sequence - Printable Version +- Blizzard Sector (https://www.blizzsector.co) +-- Forum: Diablo II (https://www.blizzsector.co/forum-4.html) +--- Forum: Hacks Bots and Editors (https://www.blizzsector.co/forum-16.html) +--- Thread: MM.Bot How to Sequence (/thread-21507.html) |
MM.Bot How to Sequence - Dynafrom - 08-25-2005 ========================= Dynafrom's Guide on How to Sequence ========================= First look for this: Quote:;============================================================================== Now, edit this to what your sorc is: Quote:; KEYBOARD KEYS: If your a different type of sorc, go to \mm.bot.5.36\Documents\Sequencing\Examples And find the sorceress your using. Heres an example of what my sequence would look like: Quote:;======================== Pre cast ======================= Guide for 5.36 STOLEN from the MANUAL ![]() This document explain how sequences works and relate all their commands. Use Tools\mm.RBlocks.exe to get absolute & relative to block coordinates. Launch mm.BOT in <SEQ> mode to test or built your own sequences easily. The bot will read the \Config\mm.BOT.Sequences.ini file, it's in this file where you will paste your sequence. What is a sequence ? A sequence is a linear suit of intructions/commands for your bot. This bot will use multiples sequences to define precast, go to monsters, attack monsters, return back, pickit...etc... These sequences will be executed in the order you specify them. A sequence will look like this: [TheNameOfTheSequence] SEQ1 = first Command SEQ2 = second Command SEQ3 = Third Command etc.... What is a command ? An instruction/command is the elementary action used in sequence: RC(10,10) for example means a Right Click at coordinates 10,10 in diablo 2 window. Another example is CML that is Check Mana & Life: check life/mana eventually will drink and if not more potion return emergency message to exit game. [ExampleSequence] SEQ1 = RC(10,10) => do a right click at 10,10 in d2 screen SEQ2 = CML => check mana & life Sequences that will LOOP or NO-LOOP. A sequence can be executed 1 time with a clear "start" and "end" by setting the timeout of the sequence at 0. This will give: [SequenceName] SEQ1 = -a command- SEQ2 = -another command- ....... SEQx = EXIT => and go to next sequence. this is a NO-LOOP sequence. On the other hand you can create a "LOOP" sequence that will be executed multiples times: for this specify a timeout > 0 in the main of sequences. the loop sequences are usually used for attacks part that is repetitive and got some "exit and go to next sequence conditions": [SequenceName] SEQ1 = -a command- SEQ2 = -another command- .... SEQ6 = -Condition command 1 to exit- (example: timeout) SEQx = -Condition command 2 to exit- (example check if all monsters are dead) => at this point if no condition is respected the sequence restart at SEQ1. and continue to loop until 1 condition is respected. How sequences are linked each others? First you must know how a sequence will be terminated to start the next one In Sequence we have 3 choices that will make the sequence exiting. 1. Normal EXIT command in no-loop sequences, simply ending your sequence with EXIT and the next sequence will be executed. 2. Conditional exiting, concern loop sequences; because they make infinite loop we need some condition to make them exiting: this condition can be - CTOE (Check TimeOut Ending) that means the sequence will exit if a specified amount of time is reached, simply. - CMDI (Check Monsters Death Inside) that means the sequence will exit if all monsters are dead (used in attack....) - Others command are available. 3. The fast exit required. This is more than a simple exit and to go next sequence: if the mana/life is low and no more potions the CML command will make the whole bot exiting the game. Same thing is possible with CMLM (check merc life check; if merc near dead or dead, fast exit of game.) How all this is managed ? To list all these commands we got a MAIN sequence, this is a special list of all sequences that will be executed, their timeout, and extra info about WP/TP and precast: Example: [MAIN] => The MAIN always have the name [MAIN] This is the "Main sequence" Sequence_0 = CLSorcPreCast,0 => The sequence Zero is the precast and will be executed in town. Start_Point = A5WP => Or A5ATP : Specify if the bot start at act5 WP or Anya Tp Sequence_1 = CLSorcGoToEldritch,0 => The timeout 0 mean a NO-LOOP sequence. Sequence_2 = CLSorcAttack1Eldritch,4000 => This one will loop for 4000ms Sequence_3 = CLSorcAttack2Eldritch,12000 => more long loop here: 12000ms Sequence_4 = CLSorcEldritchPickit,0 Sequence_5 = CLSorcEldritchGoToAnyaTP,0 Sequence_6 = CLSorcGoToPindle,0 => Etc... Sequence_7 = CLSorcAttack1Pindle,4000 Sequence_8 = CLSorcAttack2Pindle,12000 Sequence_9 = CLSorcPindlePickit,0 And under that, you just have to write your sequences, Respecting the name of the sequence listed in the MAIN, just adding the "[]" [CLSorcPreCast] SEQ1 = command SEQ2 = another command SEQ3 = ...etc.. SEQ4 = EXIT => EXIT here because the timeout is 0. [CLSorcGoToEldritch] SEQ1 = command SEQ2 = another command SEQ3 = ...etc.. SEQ4 = EXIT => EXIT here because the timeout is 0. [CLSorcAttack1Eldritch] SEQ1 = command SEQ2 = another command SEQ3 = ...etc.. SEQ4 = ...etc.. => Will be a loop for 4000ms (it's specified in the main) but it can quit BEFORE it, as a nice example: it detect all monsters are dead. if yes, goto next sequence (pickit usually) More specifications about sequences in the mm.BOT: The bot will give you 100 "free" sequences to set. The first is always with a timeout = 0 and is usually called "pre-cast". Others are "full" sequences. => The "Sequence_0"; usually called pre-cast, is executed before entering Wp or Tp (in town) and is dedicated to cast minions, aura, magic armors...etc.. The sequence_0 is alway done before the "Start_Point" (definition in sequences.ini) => Others sequences are done after the "Start_Point". As explained before they can be "looped" or not. The loop & timeout associated are usually done for pures attack sequences (cast/click/cast/click...) BTW you are able to make all runs in the Sequence_1 , but it's hightly recommended to divide steps as much as possible. Especially when sequence have an error; the bot will log the error and associated sequence name. All sequences are firstly declared in the [MAIN] special sequence, that will specify the timeouts. As explained Above. Let's go .... LC(x,y) => Simple Left Click. RC(x,y) => Simple Right Click. LCD(x,y) => Press DOWN the left mouse button (Not release it). RCD(x,y) => Press DOWN the right mouse button (Not release it) BLC (x,y) => Relative to green modified Block Left Click: A "modified block" is modified picture of the game using the mm.BOT.MOD. The bot will scan the green block from up to down TO left to right. Once it find it, it will return "relative" coordinates that are constants coordinates from this block vs mouse position. To help you: First launch the Tools\mm.RBlocks.exe utility, it will show absolute mouse coordinates at the right of splashtext screen, and the left you have the Relative to Block coordinates: thats very simple: if it found a big green block at screen it will give you coordinates that are relative from this block. To test this launch mm.bot and stop it once it launched d2, goto in game, you will find Big Green blocks. Go down the stairs. Move mouse onto the stash. and look the RBlocks coordinates. Now move your character a few, keeping the stash and the block at screen. move mouse onto the stash; the coordinates from mouse (right of splash screen) have changed, but NOT the relative to block ones. This provide "no errors"/constants clicks. => Greens blocks are always at the same place on map, btw relative to blocks clicks will ever be at the same place too. BRC(x,y) => same thing than before, but with right click. BLCD(x,y) => Press DOWN the left mouse button at the "relative to block" coordinates specified x and y. This help for continous casting/attacks. BRCU(x,y) => Press UP the right mouse button at the "relative to block" coordinates specified x and y. RCU => RELEASE UP the right mouse button (dont need coordinates...) LCU => RELEASE UP the left mouse button (dont need coordinates...) KD(z) => Will press DOWN the "z" Key until you specify KU(z) (Up...) NOTE: All Pressed down keys are recorded and pressed "UP" at the end of a sequence: Btw you are allowed to put multiple DOWN keys / clicks in your loop whitout have to "UP" then at the end. This happen in some case with caracters that use constantly standstill in their attack AND if the sequence make multiple loops... This also stabilize the bot against errors. KU(z) => Will release UP the "z" Key as explained as before. K(z) => Simple KeyPress of the "z" key (F1, F2, ALT,SHIFT,CTRL,SPACE) are accepted too. But i recommand strongly to use normal keys. CLM => Will check Life and Mana amount and eventually drink potions, if no potions will quickly exit (call this "chicken") CLO => Will check - Life only -amount and eventually drink potions, if no potions will quickly exit (call this "chicken") CMLM => Will check if Merc is alive or not. If dead will exit sequence. Will try to "chicken" if merc life bar is RED S(value) => Sleep time in milliseconds: must be set for delayed cast... but can be astuciously associed with Checks commands that use time... Since these commands depends of the computer speed you should have to make multiple tests to know the good sequence sleep time for key presses on your computer. CMDE or CMDI => Check monster's death and exit sequence if the are all dead. Applicable with Pindle or Eldritch type monsters INSIDE an area (no light). This function have been tested and used alot: -extremely- stable one (>99%). CMDO => Check monster's death and exit sequence if the are all dead. Applicable with Eldritch or Pindle type monsters OUTSIDE of an area (light). This function should not be as stable as the CMDI but provide a high ratio (>95%). Tx to tiC-fireball for Eldrich monsters mod. Shenk Monsters will be done later. CTOE => Check Time Out of the sequence in millisecond; If time out detected the bot terminate the sequence. PICKIT(value) => This command will EXECUTE the Pickit: scan for items pickup; usually declared in the PostAttackSequence. If you dont specify it, the bot will not pickit items... You must execute no more than 1 time. The value is the check life delay WHILE pickit, usually your CLM (ms) delay. WEOM(Delay) => Will Wait End Of Move of the character, the value in ms is the same thing than the Char_CheckMoveDelay in mm.BOT.ini. WEOT(TimeOut) => Will Wait End Of the Teleport, and eventually retry. Put this command -just- after a click that give a teleport effect. The timeout in milliseconds must be a bit highter than your teleport time (usually ~1500 ms for a Sorce, up to ~2000 for low cast character) NOTE1: the WEOT go 2 parameters in the mm.bot.ini, these control the delays before starting to check if teleport was done or not and the scan check speed. Increase them if problems, especially the Mini delay. NOTE2: If a teleport fail is detected by WEOT the PREVIOUS sequence command will be executed (if it was a RC or a BRC -only-) and an extra CheckLife will be done. A maximum of 3 loops will be done in that way. EXIT => Will exit actual sequence (used for no-loop sequences) PTPT => Must be called from In Town WP (Arrogath): will automaticly Path To Nilathak Temple (Pindle Tp) from the WP in town (near the stash...) Look sequences of \documents and the default sequence to undertand how it's managed. PTPT is called just after the click onto 'Harrogath' button in WP menu. Btw you have to make the sequence click (or telekinesis) on the WP and press the button. <ClickCommand>(MFOC,<AREA TYPE>) => MFOC: Monster Focus... When this command is used the cursor is moved on a monster. This command also include the <click> that will be done on the focused monster. First you have the choice for 2 monsters focus; INside or OUtside like the monsters detection if monsters are in an area (Pindle & minions) or outside (Zombies & Eldritch area). The <ClickCommand> can be LC, RC, LCD or RCD. Example: RC(MFOC,IN) will be used to make 1 Right Click against pindle or pindle minions. SEND (text) => Will send Enter/-The text-/Enter like any diablo2 command. there is no limit in text/d2 command entered. Some use it to hide items when they use melee chars with the bot to send /NOPICKUP command (usefull) SR (<minidelay>,<maxidelay>) will do a sleep with random delay between the passed mini and maxi delays. IMPORTANT NOTES: - Some Sequences can be used for multiple built: example: the path to go to Pindleskin using teleport is a common model... Dont need to re-write it. - Sequence start from "SEQ1 =" and must be incremented by 1 at each new line. - Think sequences loop can be infinite loop if you dont give exit conditions.. - Simples clicks RC/LC with teleport or walk action can varies between comps. - Delays when check end of move of teleport varies between comps & chars. - There is a limit of 199 commands per sequence... - Poison damages can disturb the CMDE command ! dont use with merc/weapons. with poison damage. Pindle is not concerned due his poison immunity. COMMENTED SEQUENCE EXAMPLE, THE LIGHTNING SORCE: ;============================================================================== ; KEYBOARD KEYS: ; e -> Frozen Armor ; r -> Mana Shield ; q -> telekinesis ; s -> Teleport ; g -> Chain Lighting ; NOTE: I added random wait delays in game, you can tweak them. ; These delays are commented. Read below. ; ;============================================================================== ; And here the code: ;======================= CL Sorce MAIN ======================= [MAIN] Sequence_0 = CLSorcPreCast,0 ; Here the pre-cast sequence, not a loop. Start_Point = A5WP ; The start point: will be the Eldrtich way point. Sequence_1 = CLSorcGoToEldritch,0 ; Here the sequence to go to Eldritch, not a loop. Sequence_2 = CLSorcAttackEldritch,22000 ; Chain Light Eldritch attack, loop for 22 seconds Sequence_3 = CLSorcEldritchPickit,0 ; Eldrtich present... Sequence_4 = CLSorcEldritchGoToAnyaTP,0 ; Now lets return to town, and get back WP. Sequence_5 = CLSorcGoToPindle,0 ; From Anya TP go to Pindle. Sequence_6 = CLSorcAttackPindle,22000 ; Chain Light Pindle Attack, loop for 22 seconds Sequence_7 = CLSorcPindlePickit,0 ; Pindle present... ;======================== Pre cast ======================= [CLSorcPreCast] ; Sequence name, declared in the [MAIN] SEQ1 = SR(500,800) ; => This delay is in town, before going to attack eldrtich <= SEQ2 = K® ; Press mana shield SEQ3 = S(100) ; Sleep a bit SEQ4 = RC(360,200) ; Cast mana shield SEQ5 = S(300) ; Sleep a bit more (cast delay) SEQ6 = K(e) ; Now, press Frozen Armor... etc... SEQ7 = S(100) SEQ8 = RC(360,200) SEQ9 = S(350) SEQ10 = EXIT ; End of the sequence; it's a no loop sequence. ;======================== Go to Eldritch ======================= [CLSorcGoToEldritch] SEQ1 = K(s) ; Press the teleport key SEQ2 = S(100) ; Sleep a bit SEQ3 = BRC(155,-60) ; Teleport to these coordinates (based in Green Block presence) SEQ4 = WEOT(1200) ; Wait end of teleport SEQ5 = CLM ; Check life and mana SEQ6 = CMLM ; Check merc life SEQ7 = BRC(70,-330) SEQ8 = WEOT(1200) SEQ9 = CLM SEQ10 = CMLM SEQ11 = EXIT ;======================== Eldritch Chain-Light Attack ======================= [CLSorcAttackEldritch] SEQ1 = K(g) ; Press the Chain Light Skill SEQ2 = S(100); Wait a bit the skill appears at right click... SEQ3 = RCD(MFOC,OUT) ; Detecting attack, cast chain light on monsters. SEQ4 = S(100) SEQ5 = CLM SEQ6 = CMLM SEQ7 = CMDO ; Check if monsters are dead, if yes, will go to next sequence. SEQ8 = CTOE ; Chech end of time out (defined in MAIN) if override go to next sequence. ;======================== Eldritch Pickit ======================= [CLSorcEldritchPickit] SEQ1 = S(300) ; Added a delay to ensure a good teleport into pindle area for pickit SEQ2 = K(s) ; Go back to teleport skill SEQ3 = S(100) SEQ4 = RC(440, 140) ; Teleport in Eldrtich monster area SEQ5 = WEOT(1200) SEQ6 = CLM SEQ7 = CMLM SEQ8 = S(300) SEQ9 = PICKIT(600) ; Perform a pickit, with check life every 600ms. SEQ10 = S(100) SEQ11 = EXIT ;======================== Go to Anya TP ======================= [CLSorcEldritchGoToAnyaTP] SEQ1 = RC(430, 510) ; Return back to way point. SEQ2 = WEOT(1200) SEQ3 = CLM SEQ4 = CMLM SEQ5 = RC(430, 510) SEQ6 = WEOT(1200) SEQ7 = CLM SEQ8 = CMLM SEQ9 = RC(430, 510) SEQ10 = WEOT(1200) ; Now we have the way point at screen. SEQ11 = CLM SEQ12 = CMLM SEQ13 = K(q) ; Lets press telekinesis ![]() SEQ14 = S(200) SEQ15 = BRC(125, 170) ; Lets right click telekinesis on the way point ![]() SEQ16 = S(600) SEQ17 = CLM ; Sequence 16,17,18 give time to way point menu appears... SEQ18 = S(600) SEQ19 = LC(115, 160) ; Lets click on "harrogath" SEQ20 = SR(500,800) ; => This delay is in town, before going to pindle <= SEQ21 = PTPT ; Now lets put the TPTP command to go to pindle TP SEQ22 = EXIT ;======================== Go to Pindle ======================= [CLSorcGoToPindle] SEQ1 = K(s) SEQ2 = S(100) SEQ3 = BRC(400,-310) SEQ4 = WEOT(1200) SEQ5 = RC(735,35) ; Since no green blocks in the screen this is a simple click. SEQ6 = WEOT(1200) SEQ7 = BRC(600,-30) SEQ8 = WEOT(1200) SEQ9 = EXIT ;======================== Pindle Chain Light Attack ======================= [CLSorcAttackPindle] SEQ1 = K(g) ; Press the Chain Light Skill SEQ2 = S(50); Wait a bit the skill appears at right click... SEQ3 = RCD(MFOC,IN) ; Detecting attack, cast chain light on monsters. SEQ4 = S(100) SEQ5 = CLM SEQ6 = CMLM SEQ7 = CMDI ; Check if monsters are dead, if yes, will go to next sequence. SEQ8 = CTOE ; Chech end of time out (defined in MAIN) if override go to next sequence. ;======================== Pindle Pickit ======================= [CLSorcPindlePickit] SEQ1 = S(300) ; Added a delay to ensure a good teleport into pindle area for pickit SEQ2 = K(s) SEQ3 = S(100) SEQ4 = BRC(60,90) SEQ5 = WEOT(1200) SEQ6 = CLO ; Only need to check life, because we quit game right after the pickit. SEQ7 = CMLM SEQ8 = S(300) SEQ9 = PICKIT(600) SEQ10 = SR(100, 500) ; Why not a little random delay after pickit... SEQ11 = EXIT ; The end of sequences; bot will quit the game. Examples: Quote: ;== Fireball/Meteor Sorceress == ; ============================== ; ==Created and tested by Gbud== ; ; ==Tested on MMbot Ver. 5.28 == ; ============================== ;=========== Skills =========== ; (f1) = FireBall *Left Skill* ; (f6) = Frozen Armor ; (a) = Teleport ; (d) = Static Field ; (s) = Telekinesis ; (f) = Meteor ; (g) = Standstill ;============================== ;=========== MAIN ============= [MAIN] Sequence_0 = Precast,0 Start_Point = A5WP Sequence_1 = GoToEld,0 Sequence_2 = KillEld,8000 Sequence_3 = LootEld,0 Sequence_4 = ToTown,0 Sequence_5 = ToPindle,0 Sequence_6 = KillPindle,8000 Sequence_7 = LootPindle,0 ;============================== ;========== Precast =========== [Precast] SEQ1 = K(f6) SEQ2 = S(50) SEQ3 = RC(300,200) SEQ4 = S(400) SEQ5 = EXIT ;============================== ;========== GoToEld =========== [GoToEld] SEQ1 = K(a) SEQ2 = S(50) SEQ3 = BRC(25,-46) SEQ4 = WEOT(1200) SEQ5 = BRC(30,-273) SEQ6 = WEOT(1200) SEQ7 = CLM SEQ8 = K(f) SEQ9 = S(50) SEQ10 = RC(478,59) SEQ11 = S(1500) SEQ12 = CLM SEQ13 = RC(450,200) SEQ14 = S(200) SEQ15 = CLM SEQ16 = EXIT ;============================== ;========== KillEld =========== [KillEld] SEQ1 = CLM SEQ2 = KD(g) SEQ3 = S(50) SEQ4 = LCD(MFOC,OUT) SEQ5 = S(50) SEQ6 = CMDO SEQ7 = CTOE ;============================== ;========== LootEld =========== [LootEld] SEQ1 = S(200) SEQ2 = PICKIT(600) SEQ3 = S(300) SEQ4 = CMLM SEQ5 = EXIT ;============================== ;========== ToTown ============ [ToTown] SEQ1 = K(a) SEQ2 = S(50) SEQ3 = RC(275,515) SEQ4 = WEOT(1200) SEQ5 = RC(550,550) SEQ6 = WEOT(1200) SEQ7 = K(s) SEQ8 = S(50) SEQ9 = BRC(169,182) SEQ10 = S(500) SEQ11 = LC(117,158) SEQ12 = S(1000) SEQ13 = PTPT SEQ14 = EXIT ;============================== ;========== ToPindle ========== [ToPindle] SEQ1 = K(a) SEQ2 = S(50) SEQ3 = BRC(280,-300) SEQ4 = WEOT(1200) SEQ5 = RC(780,50) SEQ6 = WEOT(1200) SEQ7 = RC(785,130) SEQ8 = WEOT(1200) SEQ9 = CLO SEQ10 = K(f) SEQ11 = S(50) SEQ12 = BRC(80,80) SEQ13 = S(1500) SEQ14 = BRC(80,80) SEQ15 = S(50) SEQ16 = EXIT ;============================== ;========== KillPindle ======== [KillPindle] SEQ1 = CLM SEQ2 = CMLM SEQ3 = KD(g) SEQ4 = S(50) SEQ5 = LCD(MFOC,IN) SEQ6 = S(50) SEQ7 = CMDI SEQ8 = CTOE ;============================== ;========== LootPindle ======== [LootPindle] SEQ1 = K(a) SEQ2 = S(50) SEQ3 = BRC(80,80) SEQ4 = WEOT(1200) SEQ5 = CLM SEQ6 = S(200) SEQ7 = PICKIT(600) SEQ8 = S(300) SEQ9 = EXIT ;============================== ############################################################################### ############################################################################### ############################################################################### Sorceress-Hydra ;============================================================================== ;Gbuds Hydra/FireBall Sequence for killing ELDRITCH + PINDLE ;Release for version 5.27b ;=============== SKILLS ================ ; (F1) = Fire Ball ; (F2) = Static Field ; (F3) = Glacial Spike ; (F4) = Hydra ; (F5) = Teleport ; (F6) = Enchant ; (F7) = Telekinesis ;======================================= ;==========================> Hydra/FireBall Sequence MAIN [MAIN] Sequence_0 = PlebePreCast,0 Start_Point = A5WP Sequence_1 = PlebeToEld,0 Sequence_2 = PlebeVsEld,3000 Sequence_3 = PlebePostEld,0 Sequence_4 = PlebeToTown,0 Sequence_5 = PlebeToPindle,0 Sequence_6 = PlebeKillsPindle,5000 Sequence_7 = PlebePostPindle,0 ;==========================> Hydra/FireBall vs Eldritch Pre Cast [PlebePreCast] SEQ1 = EXIT ;=======================> Hydra/FireBall Travels to Eldritch [PlebeToEld] SEQ1 = K(f5) SEQ2 = S(50) SEQ3 = BRC(46,-56) SEQ4 = WEOT(1200) SEQ5 = K(f4) SEQ6 = S(50) SEQ7 = RC(500,60) SEQ8 = S(2500) SEQ9 = RC(400,60) SEQ10 = S(2500) SEQ11 = RC(300,60) SEQ12 = S(1500) SEQ13 = CLM SEQ14 = S(100) SEQ15 = K(f5) SEQ16 = S(50) SEQ17 = RC(400,60) SEQ18 = WEOT(1200) SEQ19 = K(f4) SEQ20 = S(50) SEQ21 = RC(300,100) SEQ22 = S(2500) SEQ23 = CLM SEQ24 = RC(600,100) SEQ25 = S(2500) SEQ26 = CLM SEQ27 = K(f5) SEQ28 = S(50) SEQ29 = RC(450,150) SEQ30 = WEOT(1200) SEQ31 = CLM SEQ32 = EXIT ;==========================> Hydra/FireBall Kills Eldritch [PlebeVsEld] SEQ1 = KD(f) SEQ2 = S(50) SEQ3 = LCD(MFOC,OUT) SEQ4 = S(100) SEQ5 = CLM SEQ6 = CMDO SEQ7 = CTOE ;========================> Hydra/FireBall Loots the Corpse [PlebePostEld] SEQ1 = S(200) SEQ2 = PICKIT(400) SEQ3 = S(400) SEQ4 = EXIT ;=========================> Hydra/FireBall Travels to Town [PlebeToTown] SEQ1 = K(f5) SEQ2 = S(50) SEQ3 = RC(275,515) SEQ4 = WEOT(1200) SEQ5 = RC(550,550) SEQ6 = WEOT(1200) SEQ7 = K(f7) SEQ8 = S(50) SEQ9 = BRC(169,182) SEQ10 = S(500) SEQ11 = LC(117,158) SEQ12 = S(1000) SEQ13 = PTPT SEQ14 = EXIT ;========================> Hydra/FireBall Charges Pindle [PlebeToPindle] SEQ1 = K(f5) SEQ2 = S(50) SEQ3 = BRC(280,-300) SEQ4 = WEOT(1200) SEQ5 = RC(780,50) SEQ6 = WEOT(1200) SEQ7 = RC(775,90) SEQ8 = WEOT(1200) SEQ9 = CLM SEQ10 = K(f4) SEQ11 = S(50) SEQ12 = BRC(80,80) SEQ13 = S(200) SEQ14 = CLM SEQ15 = EXIT ;========================> Hydra/FireBall Destroys Pindle [PlebeKillsPindle] SEQ1 = KD(f) SEQ2 = S(50) SEQ3 = LCD(MFOC,IN) SEQ4 = S(100) SEQ5 = CLM SEQ6 = CMDI SEQ7 = CTOE ;========================> Hydra/FireBall Loots Corpse [PlebePostPindle] SEQ1 = K(f5) SEQ2 = S(200) SEQ3 = BRC(80,80) SEQ4 = WEOT(1200) SEQ5 = CLM SEQ6 = S(100) SEQ7 = PICKIT(400) SEQ8 = S(400) SEQ9 = EXIT ;=============================================================== ############################################################################### ############################################################################### ############################################################################### Sorceress-Light ;=============== Light Sorc ================= ;Gbuds LightninGLight for Eldritch and Pindle ;MMbot release ver. 5.28 ;========== SKILLS =========== ; (f1) = Teleport ; (f2) = Thunderstorm ; (f3) = Frozen Armor ; (f4) = Energy Shield ; (f5) = Lighting ; (f6) = Static ; (f7) = Chain Lighting ; (f8) = Telekinesis ;============================= ;========= Light Sorc Main ================= [MAIN] Sequence_0 = GLightPreCast,0 Start_Point = A5WP Sequence_1 = GLightTeleEld,0 Sequence_2 = GLightChainE,0 Sequence_3 = GLightLight,10000 Sequence_4 = GLightPostEld,0 Sequence_5 = GLightBack,0 Sequence_6 = GLightOutTown,0 Sequence_7 = GLightPindleKill,10000 Sequence_8 = GLightPindleEnd,0 ;========= Light Sorc pre-cast ============= [GLightPreCast] SEQ1 = K(f4) SEQ2 = S(50) SEQ3 = RC(300,200) SEQ4 = S(400) SEQ5 = K(f3) SEQ6 = S(50) SEQ7 = RC(300,200) SEQ8 = S(400) SEQ9 = EXIT ;========= Light Sorc Go to Eldritch ======= [GLightTeleEld] SEQ1 = K(f2) SEQ2 = S(50) SEQ3 = RC(500,200) SEQ4 = S(200) SEQ5 = K(f1) SEQ6 = S(50) SEQ7 = BRC(56,-57) SEQ8 = WEOT(1200) SEQ9 = BRC(0,-290) SEQ10 = WEOT(1200) SEQ11 = EXIT ;========= Light Sorc Chain Attack ========= [GLightChainE] SEQ1 = S(100) SEQ2 = CMLM SEQ3 = K(f7) SEQ4 = S(100) SEQ5 = RC(500,150) SEQ6 = S(500) SEQ7 = RC(550,150) SEQ8 = S(100) SEQ9 = K(f5) SEQ10 = S(50) SEQ11 = EXIT ;========= Light Sorc Focused Light ======== [GLightLight] SEQ1 = CLM SEQ2 = CMLM SEQ3 = RCD(MFOC,OUT) SEQ4 = S(100) SEQ5 = CMDO SEQ6 = CTOE ;========= Light Sorc Loot Eldritch ======== [GLightPostEld] SEQ1 = S(100) SEQ2 = PICKIT(500) SEQ3 = S(200) SEQ4 = EXIT ;========= Light Sorc Go to Town =========== [GLightBack] SEQ1 = K(f1) SEQ2 = S(50) SEQ3 = RC(275,515) SEQ4 = WEOT(1200) SEQ5 = RC(550,550) SEQ6 = WEOT(1200) SEQ7 = K(f8) SEQ8 = S(50) SEQ9 = BRC(169,182) SEQ10 = S(500) SEQ11 = LC(117,158) SEQ12 = S(1000) SEQ13 = PTPT SEQ14 = EXIT ;========= Light Sorc Go to pindle ========= [GLightOutTown] SEQ1 = S(100) SEQ2 = K(f1) SEQ3 = S(50) SEQ4 = BRC(380,-295) SEQ5 = WEOT(1200) SEQ6 = RC(696,64) SEQ7 = WEOT(1200) SEQ8 = RC(749,119) SEQ9 = WEOT(1200) SEQ10 = CLM SEQ11 = K(f5) SEQ12 = S(50) SEQ13 = EXIT ;========= Light Sorc Pindle Attack ======== [GLightPindleKill] SEQ1 = RCD(MFOC,IN) SEQ2 = S(100) SEQ3 = CLM SEQ4 = CMLM SEQ5 = CMDI SEQ6 = CTOE ;========= Light Sorc Post Pindle ========== [GLightPindleEnd] SEQ1 = S(50) SEQ2 = K(f1) SEQ3 = S(50) SEQ4 = BRC(60,90) SEQ5 = WEOT(1500) SEQ6 = PICKIT(600) SEQ7 = S(500) SEQ8 = EXIT ;=========================================== ############################################################################### ############################################################################### ############################################################################### ;============================================================================== ;lvl 82(start) now 85 ;tranzduuzer's fo/static sorc (based on Gbud's sequence) ;run on AthlonXP 2000+ @1.7 GHz w/ 512 DDR - radeon9600 ; using win2k Pro. ;str = 115 ;dex = 81 ;vit = 312(more now) ;en = 47 ;equip: ;shako ;tal armor ;frostburn ;wizzy(hel) ;lidless ;glooms ;manald ;resist ring and ammy ;resist/frw boots ; merc:a5 ; shaft/tal mask/vile husk ;12 yrd static with with max fo/syn/coldmast. 426-448 damage ; ;keyboard keys: ;z = frozen armor ;x = mana shield ;a = teleport ;d = static ;f = fo ;s = glacial spike ;=============================================================================== ;======================= [MAIN] Sequence_0 = ORBSorcyPreCast,0 Start_Point = A5ATP Sequence_1 = ORBSorcyOutTown,0 Sequence_2 = ORBSORCYSPINDLE, 5500 Sequence_3 = ORBSorcyPindle,6000 Sequence_4 = ORBSorcyPindleEnd,0 ;======================== ORB Sorc vs Pindle pre-cast =================== [ORBSorcyPreCast] SEQ1 = K(x) ; manashield SEQ2 = S(50) SEQ3 = RC(400,300) SEQ4 = S(200) SEQ5 = K(z) ; frozen armor SEQ6 = S(50) SEQ7 = RC(400,300) SEQ8 = S(200) SEQ9 = EXIT ;===================== ORB Sorc vs Pindle Go to pindle ================== [ORBSorcyOutTown] SEQ1 = K(a) ; teleport SEQ2 = S(50) SEQ3 = BRC(280,-300) SEQ4 = WEOT(1800) SEQ5 = RC(780,50) SEQ6 = WEOT(1800) SEQ7 = BRC(480,-40) SEQ8 = WEOT(1800) SEQ9 = EXIT ;===================== ORB Sorc Static pindle =========================== [ORBSORCYSPINDLE] SEQ1 = K(S) ;SPIKE SEQ2 = S(50) SEQ3 = BRC(230,50) SEQ4 = S(500) SEQ5 = K(D) ;STATIC SEQ6 = S(50) SEQ7 = BRC(230, 50) SEQ8 = S(550) SEQ9 = CTOE ;===================== ORB Sorc vs Pindle Attack ======================== [ORBSorcyPindle] SEQ1 = K(F) ; ORB SEQ2 = S(50) SEQ3 = BRC(230,50) SEQ4 = S(1400) SEQ5 = CLM SEQ6 = S(50) SEQ7 = CMLM SEQ8 = S(50) SEQ9 = CMDI SEQ10 = S(50) SEQ11 = CTOE SEQ12 = S(50) ;================== ORB Sorc vs Pindle Post Attack ====================== [ORBSorcyPindleEnd] SEQ1 = S(50) SEQ2 = K(a) ;tele SEQ3 = S(50) SEQ4 = BRC(60, 90) SEQ5 = S(1500) SEQ6 = PICKIT(600) SEQ7 = S(500) SEQ8 = EXIT ;============================================================================== ############################################################################### ############################################################################### ############################################################################### Blizzard Sorceress Author - Neverwhere ;========================================================= ; Neverwhere Blizzard Sorceress (Level 84) ; Base Stats (top to bottom): ; 100, 65, 175, 160 ; Equipment as follows: ; Ptopazed Shako, Ptopazed Tal Armor, Tal ammy, Tal belt ; War Travs (49), 2x Naeg (29), Ali Baba (2x ists), ; Rhyme Shield, Gheeds,3x 7% mf small charms ; Mercinary: ; Level 84 Act 2 Nightmare Defensive (Freezing Aura) ; Etheral Bonehew Ogre Axe (Shael and Amn), ; Duriel's Shell, Crown of Thieves ; Key Setup: ; F1: Glacier Spike ; F2: Blizzard ; F3: Static Field (not used) ; F4: Teleport ; F5: Freezing Armor ;====================== ;========================> Blizz Sorce MAIN [MAIN] Sequence_0 = BlizSorcPreCast,0 Start_Point = A5ATP Sequence_1 = BlizSorcOutTown,0 Sequence_2 = BlizSorcPindle,13000 Sequence_3 = BlizSorcPindleEnd,0 ;========================> Blizz Sorc pre-cast [BlizSorcPreCast] SEQ1 = K(F5) SEQ2 = S(300) SEQ3 = RC(400,300) SEQ4 = S(300) SEQ5 = EXIT ;=====================> Blizz Sorc to pindle [BlizSorcOutTown] SEQ1 = S(100) SEQ2 = K(F4) SEQ3 = S(100) SEQ4 = BRC(280,-300) SEQ5 = WEOT(1800) SEQ6 = RC(780,50) SEQ7 = WEOT(1800) SEQ8 = BRC(480,-40) SEQ9 = WEOT(1800) SEQ10 = EXIT ;=====================> Blizz Sorc Pindle Attack [BlizSorcPindle] SEQ1 = K(F2) SEQ2 = S(200) SEQ3 = RC(630,230) SEQ4 = S(200) SEQ5 = CLM SEQ6 = CMDI SEQ7 = K(F1) SEQ8 = S(200) SEQ9 = RCD(630,230) SEQ10 = S(200) SEQ11 = CLM SEQ12 = CMDI SEQ13 = S(500) SEQ14 = CLM SEQ15 = S(500) SEQ16 = CLM SEQ17 = RCU SEQ18 = S(200) SEQ19 = CMDI SEQ20 = CTOE ;==================> Blizz Sorc Tele and Pickit [BlizSorcPindleEnd] SEQ1 = K(F4) SEQ2 = S(100) SEQ3 = BRC(120,60) SEQ4 = WEOT(1800) SEQ5 = CLM SEQ6 = S(500) SEQ7 = PICKIT(500) SEQ8 = S(500) SEQ9 = EXIT ;========================================================= ############################################################################### ############################################################################### ###############################################################################</pre> MM.Bot How to Sequence - manus-magnus - 08-25-2005 ok, mm.bot.536 was released. It also include a more detailled sequence in the default sequences.ini (you should put it). MM.Bot How to Sequence - Siris - 08-25-2005 lol can u even still get the mmbot? MM.Bot How to Sequence - manus-magnus - 08-25-2005 Siris Wrote:lol can u even still get the mmbot? explain please (im a bit stupid human bot...) or you talk to Dynafrom ? MM.Bot How to Sequence - Dynafrom - 08-25-2005 This is just a guide for RETARDS who can't see that theres a manual ![]() MM.Bot How to Sequence - manus-magnus - 08-26-2005 hmmm rofl btw i released the 5.37 ^^ 2005.08.26 version 5.37 Compiled in new Autoit v3.1.1 (http://www.autoitscript.com/autoit3/) Changed process priority from normal to high (increase alot whole bot speed) Fixed "cannot found D2 or Compiler" errors using properly trailing backslashes Removed D2 path registry search, user will have to specify his D2 Path now. MM.Bot How to Sequence - qweeve - 08-30-2005 Isn't the safety of this bot still in question? MM.Bot How to Sequence - a_brick - 08-30-2005 what does all that stuff mean????i am a complete idiot when it comes to computors. how the hell do i get mmbot???you just wrote how it works or to sequence it or w/e...??? MM.Bot How to Sequence - pacowaxx - 09-01-2005 dudes this is to hard for a human been god dame :mad: MM.Bot How to Sequence - X-AtreYu-X - 09-05-2005 sorry if its in there somewhere already... but where can you download the mmbot and does anyone know if its completly safe at the moment? MM.Bot How to Sequence - kuruba_shadowz - 09-14-2005 its safe dont worry MM.Bot How to Sequence - diaclon - 09-14-2005 yes i can tell you too its save my bot runs every day 8h at release and it cant be detect !!! MM.Bot How to Sequence - manus-magnus - 09-18-2005 btw the old sequences are no longer compatible with the new ones... i will put a new sticky about this.. MM.Bot How to Sequence - flPanic - 10-23-2005 man if someon would put a windy druid sequence for the latest version bot i will love them forever |