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Thread: d2jsp potions

  1. #1
    Suicidal Child Anferny's Avatar
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    Default d2jsp potions

    uhg ne1 know how to make it so d2jsp will keep healing potions? instead of it dropping them? cuz nm andy drops like 1 rejuv every like 15 runs

  2. #2

    Default

    andyxp.config if your using andy_xp
    //--------------------------------------------------------------------
    // Type of potion used in each belt column
    // Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too (untested!).
    // 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.
    //--------------------------------------------------------------------

    DT_BeltColType[0]="mp"; // Column 1 in belt
    DT_BeltColType[1]="hp"; // Column 2
    DT_BeltColType[2]="rv"; // 3
    DT_BeltColType[3]="rv"; // Yep, you guessed it, 4.


    and I think you may need to turn off the belt manager which is just above this in there
    to keep em in inventory thats changed in your snagit file for andy_xp

  3. #3
    Suicidal Child Anferny's Avatar
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    Default

    thanks ill try it when i get home, at skool!

  4. #4

    Default hey

    my bot opens its all loaded right but then my sorcs just stands there can any1 help?

  5. #5
    Suicidal Child Anferny's Avatar
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    Default

    what error msg does it say? if thers no msg just start it up, and screen shot it once it joins a game so i can see what it looks like and try to help ya out


    meh i got andyxp without the _

    Code:
    //////////////////////////////////////////////////////////////////////
    //
    // Xizeta's AndyXP script
    // Andariel runs bot script.
    //
    // The script will use any char excepted Assassins (for now).
    //
    // It is suggested to keep a Tome of Identification in
    // inventory to make it work better.
    //
    // Version 1.10
    // Updated on 2004/08/02
    //
    // Original authors : LordOfMars, FruitBar and HPB_Forever
    // Collaboration : Ven0m, Muellsammler, Darien, Killkeeper, Damoon, HellNucleus,
    //                 DaBeerMan, Gill_105, Syadasti, Smoke and others :)
    //
    // Legal stuff :
    // This program is free software; You can redistrubute freely as long as this
    // header and contents stays intact. Modifications for redistribution can only
    // be done by submitting to the core scripters team for approval. If you don't
    // want to submit the modifications and wanted to redistribute this script, you
    // must rename it by remplacing d2jsp with your own name to avoid conflicts.
    //
    // This program is distributed in the hope that it will be useful, but
    // WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTIBILITY
    // or FITNESS FOR A PARTICULAR PURPOSE.
    //
    //////////////////////////////////////////////////////////////////////
    var AXP_Version = "1.10";
    
    //////////////////////////////////////////////////////////////////////
    // Please edit AXP_Config.d2l in the libs folder for your needs.
    //////////////////////////////////////////////////////////////////////
    
    //////////////////////////////////////////////////////////////////////
    // Settings for multiple chars of the same class
    //////////////////////////////////////////////////////////////////////
    // Change the below file to point to different setting files if you need 2 setups for different chars
    // Within the same class.
    // To edit the settings for both chars, make a copy of the AXP_Config.d2l, and change the below
    // character selection to that character and file.
    //
    // This is only needed if you have 2 characters of the same type! If you are not sure, don't touch!!
    //--------------------------------------------------------------------
    
    // First char of the same class
    if (me.name=="Your Character name here") { AXP_CharConfigFile="AXP_Config.d2l"; }
    
    // Second char of the same class
    else if (me.name=="Your Other Character name here") { AXP_CharConfigFile="AXP_Config.d2l"; }
    
    // Default for all chars
    else { AXP_CharConfigFile="AXP_Config.d2l"; }
    
    
    //////////////////////////////////////////////////////////////////////
    // ***** NO EDITION BELOW THIS POINT *****
    // MESSING WITH THE CODE BELOW WILL MAKE THE SCRIPT
    // WORK DIFFERENTLY, WITH BAD RESULTS !!
    //////////////////////////////////////////////////////////////////////
    
    
    
    
    
    
    
    
    
    
    //////////////////////////////////////////////////////////////////////
    // Script public variables
    //////////////////////////////////////////////////////////////////////
    
    // General variables
    var AXP_SkipCredits=true;	// Show the credits at the start of runs
    var AXP_UseTaunts=true;		// Will Andy taunt you :)
    var AXP_FormatHTML=true;	// Build a HTML log for PXP
    var AXP_UseOverheads=false;	// Use overheads to show actions
    var AXP_UseBeltManager=false;	// Set to true to use belt management
    var AXP_UseConsole = true;	// Set to true to display the upper console
    var AXP_ShowInnerExceptions=false; // Set to true to show the inner exceptions
    var AXP_UseVigor = false;	// If you are a pally and want to cast Vigor in town
    var AXP_LifeWatchPath = "tools/lifewatchXP.d2j";
    
    // Shopping and gambling
    var AXP_ShopIt=true;		// Enable or disable shopping at NPC
    var AXP_GambleIt=false;		// Enable or disable gambling at NPC
    var AXP_AlwaysGamble=false;	// Flag to always gamble each run
    var AXP_GambleMinGold=250000;	// Min gold amount to start gambling
    
    // NPC interactions
    var AXP_AlwaysAkara=false;	// Always visit Malah no matter what
    var AXP_AlwaysCharsi=false;	// Always visit Larzuk no matter what
    var AXP_VisitGheed=false;	// Visit Gheed before portal ?
    var AXP_RandomNPC=false;	// Randomly visit NPC each run
    
    // Run variables
    var AXP_StopFullInv=true;	// Stop the script if inventory is full
    var AXP_Automule=false;		// Use Sicojola's Automule script when inv is full
    var AXP_StartGameDelay=0;	// Delay to stall at the start of game
    var AXP_MaxGameLength=60;	// Length of the run before aborting, 0 to stay indefinitely
    
    // Class variables to make use of OO libs
    var commPather = null;
    var commTown = null;
    
    
    //////////////////////////////////////////////////////////////////////
    // Script private variables
    //////////////////////////////////////////////////////////////////////
    
    var _AXP_RunLogPath="output\\" + me.name + "-AXP-RunLog.html";
    var _AXP_Position="start";
    var _AXP_KeyPressed = false;
    var _AXP_NeedPotions = false;
    
    
    //////////////////////////////////////////////////////////////////////
    // AndyXP functions
    //////////////////////////////////////////////////////////////////////
    
    function AXP_ShowCredits() {
    
    	if (!AXP_SkipCredits) {
    
    		DC_Print("ÿc9******************** AndyXP version " + AXP_Version + " by Xizeta ********************");
    		DC_Print("ÿc7Extra thanks to : Mattlant, Muellsammler, Darien, Killkeeper, ");
    		DC_Print("ÿc7.................. DaBeerMan, gzin, Gauss and others...");
    		DC_Print("ÿc7Testers : bballpaul, Lucifer20, eternaltorment2, RamasseTonDrum and others...");
    		DC_Print("ÿc1D2JSP.DLL core created and coded by nJaguar! Support him by donating :)");
    	}
    	var _successpercent=String((DL_Kills / (DL_Total-1)) * 100).substring(0,5);
    	if (DL_Kills === 0) { DC_Print("ÿc9*** AndyXP version " + AXP_Version + " by Xizeta ***"); }
    	else { DC_Print("ÿc9*** AndyXP version " + AXP_Version + " by Xizeta *** ÿc1Total runs:  " + (DL_Total-1) + "  Total kills:  " + DL_Kills + "  With a " + _successpercent +"% success rate!"); }
    }
    
    function AXP_AndyTaunt() {
    
    	switch (parseInt(Math.random() * 22)) {
    
    		case 0: DC_Print("ÿc4Andariel : ÿc@HELP!! I'm being humped by a MULE!!"); break;
    		case 1: DC_Print("ÿc4Andariel : ÿc@Damn, I cannot play cards without being disturbed"); break;
    		case 2: DC_Print("ÿc4Andariel : ÿc@Eat shit, NOOB"); break;
    		case 3: DC_Print("ÿc4Andariel : ÿc@Oh FFS, just take what you want and leave me the **** alone"); break;
    		case 4: DC_Print("ÿc4Andariel : ÿc@You know if DClone spawns your ****ed, right?"); break;
    		case 5: DC_Print("ÿc4Andariel : ÿc@**** me your Merc is lazy, what a slack ****"); break;
    		case 6: DC_Print("ÿc4Andariel : ÿc@A little lag and i'll rape your sorry ***"); break;
    		case 7: DC_Print("ÿc4Andariel : ÿc@You call yourself " + me.name + " ? Where the hell did you find such a stupid name?"); break;
    		case 8: DC_Print("ÿc4Andariel : ÿc@Here comes the PAIN BABY"); break;
    		case 9: DC_Print("ÿc4Andariel : ÿc@Yo Mama was tighter than your SISTER!!"); break;
    		case 10: DC_Print("ÿc4Andariel : ÿc@You'll never get a SoJ out of me!!"); break;
      		case 11: DC_Print("ÿc4Andariel : ÿc@Tyrael's Might ?  Ha!  The only might you'll feel is my foot in your ***!"); break;
      		case 12: DC_Print("ÿc4Andariel : ÿc@Tell your mom I said hi!"); break;
      		case 13: DC_Print("ÿc4Andariel : ÿc@PKPKPKPK COME COME POTAL!"); break;
      		case 14: DC_Print("ÿc4Andariel : ÿc@Bring it beotch!"); break;
      		case 15: DC_Print("ÿc4Andariel : ÿc@You want a Grandfather, go bother cain, you want a POS +1 light radius charm then we'll talk business"); break;
      		case 16: DC_Print("ÿc4Andariel : ÿc@If I weren't already dead, I might care!"); break;
      		case 17: DC_Print("ÿc4Andariel : ÿc@I'm gonna pwn your a$$!  If I don't though, please forward these gifts to Xizeta for me"); break;
      		case 18: DC_Print("ÿc4Andariel : ÿc@Kiss my shriveled undead posterior!"); break;
      		case 19: DC_Print("ÿc4Andariel : ÿc@Come on down and give aunt Andy a big hug!"); break;
    		case 20: DC_Print("ÿc4Andariel : ÿc@Damn Xizeta, another update to AndyXP!"); break;
    		default: DC_Print("ÿc4Andariel : ÿc@I might as well set my *** on fire now"); break;
    	}
    }
    
    function AXP_FormatLog() {
    
    	if (AXP_FormatHTML) {
    
    		// Tell the user that formatting is running
    		DC_Print("Now formatting the HTML log...");
    
    		// Start the chrono
    		DC_ChronoMe();
    
    		// Open the new log file for formatting
    		file = fileOpen("output/"+me.name+"-AXP-Log.html", 1);		
    		if (file) {
    
    			// Start the html log
    			DHL_OpenLog(file);
    
    			// Add run log info
    			DHL_AddSection(file,_AXP_RunLogPath,"Run Log for " + me.name);
    
    			// Integrate error logging if there is a error log available
    			DHL_AddSection(file,DC_ErrorLogPath,"Error Log for " + me.name);
    
    			// Add the logged items section
    			DHL_AddItemLogSection(file);
    
    			// Close the log
    			DHL_CloseLog(file);
    			file.close();
    		}
    		else {
    			DC_Print("Unable to open " + me.name + "-AXP-Log.html for writing!");
    		}
    
    		// Stop the chrono and display the total time (add a suggestion if formatting take too much time)
    		var _formattime=DC_ChronoMe();
    		if (_formattime > 1000) {
    
    			DC_Print("Formatting done in " + _formattime + " ms!! To reduce the time, reset or trim the item log");
    		}
    		else {
    			DC_Print("Formatting done in " + _formattime + " ms");
    		}
    	}
    	else {
    		DC_Print("Ignoring HTML formatting");
    	}
    }
    
    function AXP_InputManager(key) {
    
    	// Get the entered key in the global var
    	_AXP_KeyPressed = key;
    
    	// stopping main script (when i'm in town), started tools (eg. pwnlifewatch) will continue
    	if (_AXP_KeyPressed == 88) { // "X" was pressed
    
     		if (DC_InTown(me)) {
    
      			DC_Print("ÿc;Key 'X' is pressed, stopping the main script");
      			delay(500);
     			stop(1);
    		}
            }
    
    	// Toggling the console on and off
    	if (_AXP_KeyPressed == 85) { // "U" was pressed
    
    		if (AXP_UseConsole) {
    
    			DC_Print("ÿc;Key 'U' is pressed, toggling the console off");
    			DC_DoDel(50);
    			XP_DestroyConsole();
    			AXP_UseConsole = false;
    		}
    		else {
    			DC_Print("ÿc;Key 'U' is pressed, toggling the console on");
    			DC_DoDel(50);
    			XP_CreateConsole("AndyXP");
    			AXP_UseConsole = true;
    		}
            }
    
    	// stopping all scripts (when i'm in town)
    	if (_AXP_KeyPressed == 191) { // "#" was pressed
    
     		if (DC_InTown(me)) {
    
      			DC_Print("ÿc;Key '#' is pressed, stopping all scripts");
      			delay(500);
      			stop();
            	}
    	}
    }
    
    function AXP_NPCinteract(npc) {
    
    	// If the npc object is not present, abort the game
    	if (!npc) {
    
    		DL_AddAbort();
    		DC_QuitMessage("No NPC available!");
    	}
    
    	// Interact with the npc
    	if (!DT_DoInteract(npc)) {
    
    		DL_AddAbort();
    		DC_QuitMessage("Unable to interact with " + npc.name + "!");
    	}
    
    	// Do stuff depending on which npc
    	switch (npc.classid) {
    
    		// Kashya
    		case 150:
    			if (!DT_ReviveMerc(npc)) {
    
    				DC_Print("Failed to revive the mercenary!");
    			}
    			break;
    
    		// Charsi
    		case 154:
    			DT_DoTrade(npc);
    			DT_RepairItems(npc);
    			if (DT_CheckAmmo()) { DT_BuyAmmo(npc); }
    			break;
    
    		// Akara
    		case 148:
    			if (_XP_GetNumUnId > 0) { XP_DoCheckItems(npc); }
    			if (AXP_UseBeltManager && _AXP_NeedPotions) { DT_DoTrade(npc); DT_FillBelt(npc); }
    			break;
    
    		// Gheed
    		case 147:
    			if (AXP_GambleIt) {
    
    				if (DC_MyGold() > AXP_GambleMinGold) {
    
    					DT_DoTrade(npc,1);
    					DT_GambleIt(npc);
    					DT_MenuCancel(npc,1);
    					DT_DoInteract(npc);
    				}
    			}
    			break;
    
    		// Stash
    		case 267:
    			DT_ManageStash();
    			break;
    	}
    
    	// If shopping is enabled and it is not Kashya or stash, stop the npc
    	if (AXP_ShopIt && npc.classid!=150 && npc.classid!=267) {
    
    		if (!getUIFlag(0x0c)) {	DT_DoTrade(npc); }
    		DT_ShopIt(npc);
    	}
    
    	// Use the right cancel method depending if it is a npc or object
    	if (npc.classid==267) { DT_MenuCancel(npc,0); }
    	else { DT_MenuCancel(npc,1); }
    }
    
    function AXP_CheckAct() {
    
    	if (me.act != 1)	{
    
    		DC_Print("You are not in act 1!  Going from act #" + me.act + " to act #1.");
    		if (AXP_UseOverheads) { me.overhead("Walking to Waypoint"); }
    
    		switch (me.act)	{
    
    			case 2:	commPather.GotoDest(5069, 5086);
    				break;
    
    			case 3:	commPather.GotoDest(5159, 5049);
    				break;
    
    			case 4: commPather.GotoDest(5044, 5019);
    				break;
    
    			case 5: commPather.GotoDest(5115, 5070);
    		}
    
    		// Mod the info so it use the way to act1-wp1
    		DM_UsePortal("Waypoint",1);
    	}
    	else { return true; }
    
    	// If we didn't change of act, there is a problem so abort
    	if (me.act != 1) { DC_QuitMessage("You're not in act 1!"); }
    }
    
    function AXP_PathToAkara() {
    
    	if (AXP_UseOverheads) { me.overhead("Walking to Akara"); }
    
    	commTown.GotoAkara();
    }
    
    function AXP_PathToCharsi() {
    
    	if (AXP_UseOverheads) { me.overhead("Walking to Charsi"); }
    	
    	commTown.GotoCharsi();
    }
    
    function AXP_PathToStash() {
    
    	if (AXP_UseOverheads) { me.overhead("Walking to Stash"); }
    
    	commTown.GotoStash();
    }
    
    function AXP_PathToKashya() {
    
    	if (AXP_UseOverheads) { me.overhead("Walking to Kashya"); }
    
    	commTown.GotoKashya();
    }
    
    function AXP_PathToGheed() {
    
    	if (AXP_UseOverheads) { me.overhead("Walking to Gheed"); }
    
    	commTown.GotoGheed();
    }
    
    function AXP_PathToWaypoint() {
    
    	if (AXP_UseOverheads) { me.overhead("Walking to WayPoint"); }
    
    	commTown.GotoWP();
    }
    
    // ToDo : Add coords of Andy's sweet spot.
    function AXP_GoToAndy() {
    
    	// Display a overhead while moving
    	if (AXP_UseOverheads) { me.overhead("Going to Andariel's lair"); }
    
    	// Move from Catacombs 2 waypoint to Andariel's lair
    	DC_Print("ÿc9    This must be the WP to find Andy! Good thing mattlant knows where I'm going!");
        	commPather.GotoLevel(36,20,false);
        	DM_TakeStairs(18,18);
    	DC_Print("ÿc1    Ahhhhh This must be level 3! Hold onto that SoJ I'll be right there Babe!");
        	commPather.GotoLevel(37,20,false);
        	DM_TakeStairs(18,18);
    	DC_Print("ÿc4    Hehe Your mine now! Give it up Biotch!");
    
    	// Move to the final spot
    	if (DM_CheckTeleport()) {
    
    		DSN_UsePathing=false;
    		DM_MoveTo(22582,9614);
    		DM_MoveTo(22570,9591);
    		DM_MoveTo(22557,9574);
    		DM_MoveTo(22547 + AXP_OffsetX, 9553 - AXP_OffsetY);
    	}
    	else {
    		// Go to the final spot using user offsets
    		commPather.GotoDest(22547 + AXP_OffsetX, 9553 - AXP_OffsetY);
    	}
    }
    
    function AXP_AttackAndy() {
    
    	// Detecting Andariel with 3 retries to be sure to get the target
    	for (var i = 0; i < 3; i+=1) {
    
    		var target = DC_FindMonster(156);
    		if (target) { break; }
    	}
    
    	// If Andy is detected, 
    	if (target) {
    
    		var _andyname = target.name;
    
    		// If the target has a enchantment i want to chicken, log and quit
    		if (DA_CheckImmunities(target)) { 
    
    			// Increase the chicken counter
    			DL_AddChicken();
    
    			// Leave the game
    			DC_DDC_Print("Now leaving the game due to a bad immunity/enchantment/aura!!! See the log for the exact data");
    			quit();
    		}
    
    		XP_Attack(target);
    
    		DC_Print("ÿc0" + _andyname + " killed!");
    
    		if (AXP_UseTaunts) { 
    
    			DC_Print("ÿc4" + _andyname + "ÿc@: AAAAaaaaaarrrgghh...!!!");
    			DC_Print("ÿc4" + me.name + "ÿc@: Pwned !!!");
    		}
    
    		target=false;
    	}
    
    	else {
    
    		DL_AddAbort();
    		DC_QuitMessage("Andariel not found!! Aborting the run...");
    	}
    }
    
    function AXP_TownManager() {
    
    	// First move a little below to avoid being struck at the tent sometimes
    	//DM_MoveTo(me.x +10, me.y);
    
    	// If randomNPC is true, pick a npc number
    	if (AXP_RandomNPC) { NPCnum=parseInt(Math.random() * 11); }
    
    	// Else, set npc at 0
    	else { NPCnum=0; }
    
    	// Check if we need to go to Akara
    	_XP_GetNumUnId = DT_CheckUnids();
    	if (AXP_UseBeltManager) { _AXP_NeedPotions = DT_CheckBelt(); }
    	if (AXP_AlwaysAkara || DT_CheckHeal() || _XP_GetNumUnId > 0 || _AXP_NeedPotions || NPCnum>=rnd(2,9)) {
    
    		AXP_PathToAkara();
    		AXP_NPCinteract(DC_getNPC(148));
    	}
    
    	// Check if we need to go to Charsi
    	if (AXP_AlwaysCharsi || DT_CheckRepair(DT_RepairPercent) || DT_CheckAmmo() || NPCnum>=rnd(2,9)) {
    
    		AXP_PathToCharsi();
    		AXP_NPCinteract(DC_getNPC(154));
    	}
    
    	// If we need to revive the merc, go to Kashya
    	if (DT_CheckMerc()) {
    
    		DC_Print("Need to revive the merc, going to Kashya.");
    		AXP_PathToKashya();
    		AXP_NPCinteract(DC_getNPC(150));
    	}
    
    	// If we got items to stash, go to the stash
    	if (DT_CheckInventory()) {
    
    		AXP_PathToStash();
    		AXP_NPCinteract(DC_getObject(267));
    		DSN_CheckGround(); // Check the ground to see if any nice item is dropped by accident
    		//DM_MoveTo(me.x +14, me.y); // Move back to the right spot to avoid being struck at the tent corner
    	}
    
    	// If we want to gamble or visit Gheed, go to Gheed
    	if ((AXP_AlwaysGamble && DC_MyGold() > AXP_GambleMinGold) || ((AXP_VisitGheed || NPCnum>=rnd(2,9)) && AXP_ShopIt)) { 
    
    		AXP_PathToGheed();
    		AXP_NPCinteract(DC_getNPC(147));
    	}
    
    	//At the end of in-town stuff, if the eth weapon refill is not finished, let it finish
    	if (DT_CheckRecharge()) {
    
    		DT_DoRecharge();
    		if (AXP_UseOverheads) { me.overhead("Recharing done!"); }
    	}
    
    	// Do precasts before goind into the portal
    	XP_Precasts();
    
    	// If it is a sorceress, switch to the right tab and set the sorceress skills
    	if (me.classid == 1) { XP_SorcSetSkills(); }
    
    	// If we switched weapons on kill, switch back to the attack tab
    	if (XP_SwitchOnKill) { DC_SelectTab(1); }
    
    	// Display taunts if set to true and show MF info
    	if (AXP_UseTaunts) { AXP_AndyTaunt(); }
    	DT_DisplayMF();
    }
    
    
    //////////////////////////////////////////////////////////////////////
    // AndyXP libs loading
    //////////////////////////////////////////////////////////////////////
    
    function AXP_LoadIncludes() {
    
    	// Load the d2jsp common libs files
    	DC_LoadInclude("common/d2jsp-attack.d2l");
    	DC_LoadInclude("common/d2jsp-town.d2l");
    	DC_LoadInclude("common/d2jsp-move.d2l");
    	DC_LoadInclude("common/d2jsp-pathing.d2l");
    	DC_LoadInclude("common/d2jsp-htmllog.d2l");
    	DC_LoadInclude("common/d2jsp-logging.d2l");
    	DC_LoadInclude("common/d2jsp-snagit.d2l");
    	DC_LoadInclude("common/d2jsp-console.d2l");
    
    	// Load the XP scripts common include
    	DC_LoadInclude("XP_Include.d2l");
    
    	// Load the configuration info
    	DC_LoadInclude(AXP_CharConfigFile);
    
    	// Initialize the new classes
    	commPather = new commonLib.Pathing();
    	commTown = new commonLib.PathAct1();
    }
    
    
    //////////////////////////////////////////////////////////////////////
    // AndyXP main section
    //////////////////////////////////////////////////////////////////////
    
    // Main function
    function AndyXP() {
    
    	// If the core is less than 0.42, stop the script
    	if (parseFloat(me.version)<0.42) {
    
    		DC_StopMessage("This is only for donators!  Please redownload and install d2jsp 0.42+!");
    	}
    
    	// Add a keypress handler
    	registerEvent( EVENT_KEYUP, AXP_InputManager );
    
    	// Add the title to the screen
    	var _sh = getScreenHook(null,20,500,-1);
    	_sh.x = 228;
    	_sh.y = 40;
    	_sh.font = 8;
    	_sh.color = 4;
    	_sh.text = "===== AndyXP version " + AXP_Version + " running =====";
    
    	// Load the libs files
    	AXP_LoadIncludes();
    
    	// Initialise the XI_Include with user variables
    	XP_InitInclude();
    
    	// Set the maximum game delay before aborting with the user setting
    	me.gamelength=AXP_MaxGameLength*1000;
    
    	// Set the teleport vars with the user setting
    	commPather.UseTeleport = XP_UseTeleport;
    	commPather.UseTeleSorc = XP_UseTeleSorc;
    	commPather.StepDelay = XP_StepDelay;
    
    	// Lets setup the Top console
    	if (AXP_UseConsole) {
    
    		XP_CreateConsole("AndyXP");
    		DC_Print("Thanks Killkeeper for the SUPER new console!");
    	}
    
    	// Configure the item log path
    	DL_ItemLogPath = "output/" + me.name + "AXP-ItemLog.html";
    
    	// Get the configured run log path
    	DL_RunLogPath = _AXP_RunLogPath;
    
    	// Init the run logging
    	DL_LoadRun();
    
    	// show the credits to the user
    	AXP_ShowCredits();
    
    	// If the user want to stall at the start until the game settle, wait a fixed amount of time
    	if (AXP_StartGameDelay > 0) {
    
    		DC_Print("Waiting " + (parseInt(AXP_StartGameDelay / 1000)) + " seconds for game initialization...");
    		DC_DoDel(AXP_StartGameDelay);
    	}
    
    	// Preload the snagit.ini file
    	DIM_getINI("settings/" + DSN_SnagItINIFile);
    
    	// Format the html log file
    	AXP_FormatLog();
    
    	// Check if we have a body then get it if yes
    	DT_getCorpses();
    	if (DT_HaveCorpse) { DL_AddDeath(); }
    
    	// Load the life watch script
    	load(AXP_LifeWatchPath);
    
    	// Clear the cursor of any item
    	DC_ClearCursor();
    
    	// If we use a pally and want to use Vigor for faster town movement, cast it
    	if (me.classid == 3 && AXP_UseVigor) { DC_PutSkill(115,0); }
    
    	// Check if we are in the right act, if not, change act
    	AXP_CheckAct();
    
    	// Do a cleaning of the inventory of any useless items
    	DT_CleanPotions();
    	DT_TossItem(100, "isc");
    	DT_TossItem(100, "tsc");
    	DT_TossItem(100, "aqv");
    	DT_TossItem(100, "cqv");
    
    	// Initialize the town pathing class to make it work
    	commTown.Initialize();
    
    	// Do town stuff
    	AXP_TownManager();
    
    	// If the inventory is full and we want to stop on full inv, stop the script
    	// ToDo : If inv is full, return to stash to retry to stash items in case last attempt failed
    	if (AXP_StopFullInv) {
    
            	if ( DT_CountFreeSpaces() >= (DT_FreeSpace * 4)) {
    
              		DC_Print("Got some space in my inventory, let's go :)");
    		}
    
            	else {
    
    			var freespaces = DT_CountFreeSpaces();
                    	DC_Print("freespaces = " + freespaces);
            		DC_Print("Don't take the red portal now, I can't clear my inventory :-/");
    
    			if (AXP_Automule) {
    
    				DC_Print("BUT WAIT! I HAVE SICOJOLA'S AUTOMULE! LET'S SEE IF I HAVE ANY FREE MULES...");
    				DC_LoadInclude("automule.d2l");
    
    			}
    			if (!AXP_Automule || !Automule()) {
    
    				DL_AddAbort();
    				DC_Print("To avoid stopping, set AXP_StopFullInv to false");
    				DC_StopMessage("Inventory is full and AXP_StopFullInv is set to true !");
    			}
            	}
    	}
    
    	// If the merc is not found, AXP_AbortNoMerc is set to true and we use a merc, abort the game
    	if (DT_UseMerc && !DC_GetMerc() && AXP_AbortNoMerc) {
    
    		DL_AddAbort();
    		DC_QuitMessage("AXP : Mercenary not found and AXP_AbortNoMerc is set to true !");
    	}
    
    	// Go to the waypoint area
    	AXP_PathToWaypoint();
    
    	// Use the WP to go to Cats level 2
    	DM_UsePortal("Waypoint",35);
    
    	// Do precasts after goind into the portal
    	XP_Precasts();
    
    	// Path to the Andariel's lair
    	AXP_GoToAndy();
    
    	// Go attack Andariel
    	AXP_AttackAndy();
    
    	// Increase the kills counter then leave the game
    	DL_AddKill();
    
    	// Pick the dropped items
    	DSN_PickItems();
    
    	// Quit the game
    	quit();
    }
    
    // Error handling
    function main() {
    
    	// Include the base d2jsp lib
    	include("common/d2jsp-common.d2l");
    
    	// Set the maximum game delay before aborting
    	me.gamelength=AXP_MaxGameLength*1000;
    
    	// configure the debug and error log paths
    	DC_DebugLogPath = "output/" + me.name + "AXP-DebugLog.html";
    	DC_ErrorLogPath = "output/" + me.name + "AXP-ErrorLog.html";
    
    	// Call the main function to check for exceptions
        	try { AndyXP(); }
    
    	// Then catch and log any exception throwed by the script before quitting
    	catch (AXP_Exception) {
    
    		if (AXP_ShowInnerExceptions && AXP_Exception.inner) {
    
    			DC_LogError("Inner Exceptions Attached - details below");
    			var einner = AXP_Exception.inner;
    			while (einner) {
    				DC_LogError("Name: " + einner.name);
    				DC_LogError("Error code: " + einner.number);
    				DC_LogError("Message: " + einner.message);
    				DC_LogError("lineNumber: " + einner.lineNumber);
    				DC_LogError("fileName: " + einner.fileName);
    				var einstack = einner.stack;
    				if(!(einstack instanceof Array)) {
    					einstack = einstack.split("\n");
    					einstack.pop();
    					einstack.pop();
    					einstack.reverse();
    				}
    					
    				for(var i = 0; i < einstack.length; i+=1) {
    					DC_LogError("Stack Trace -> function[" + (i+1) + "]: " + einstack[i]);
    				}
    				einner = einner.inner;
    			}
    
    		}
    
    		// Got a exception so quit the game after writing the error in the file
    		DC_QuitMessage("AXP_Exception : name = " + AXP_Exception.name + ", message = " + AXP_Exception.message);
        	}
    }


    ^^ thats what i got

  6. #6

    Default

    //////////////////////////////////////////////////////////////////////
    // Please edit AXP_Config.d2l in the libs folder for your needs.
    //////////////////////////////////////////////////////////////////////

    you didnt read it did ya

  7. #7

    Default hey

    it says no character file config found...using automatic file or something..i took a screen shot but i dont know what file they get sent to so i cant show you it... argh

  8. #8
    Suicidal Child Anferny's Avatar
    Join Date
    Jun 2004
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    Jersey
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    Default

    nah i didnt read that part ^^ lmao

    did u set up ur default.d2j?

    Code:
     
    /* default.d2j, modify the values below to suit your needs. [by njaguar]*/
    function main() {
     switch(me.name) {
      case "SORCS NAME GOES HERE LEAVE THE QUOTES":
       load("bots/andyxp.d2j");
       break;
      default:
       load("bots/andyxp.d2j");
       break;
     }
    }

  9. #9

    Default

    no i just select what bot to run with autod2jsp

  10. #10
    Suicidal Child Anferny's Avatar
    Join Date
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    Jersey
    Posts
    1,253

    Default

    was talking to ohthatstrue sry lol

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