Will be released soon, most know of it as YAMB 9.6.0.2.
Some key features of the new YAMM:
Heres a picture of it running on my comp :)
- FAST Tele
- Godly belt manager (really fast)
- Fixed Bugs
Will be released soon, most know of it as YAMB 9.6.0.2.
Some key features of the new YAMM:
Heres a picture of it running on my comp :)
- FAST Tele
- Godly belt manager (really fast)
- Fixed Bugs
Business & Computer Science major
send cracked yamb n d2jsp to my email [email protected] ty
lol dude your spamming in every forum that has to do with a bot.
Any chance of you making a true or false option on the baal bot for clearing the entrance to the throne room. Quite annoying and slow having to do this EVERY run. I would prefer to use YAMBs baal script rather than the xp scripts. Thanks in advance
~PJ
Baal runs run smoothly, clears everything EXTRA fast.
Business & Computer Science major
Hello everyone,
This bot started out as an update to YAMB, but I ended up changing and updating so much that I decided to rename it as well. YAMM is short for Yet-Another-Multi-Module, and it originally was, as most you can guess, derived from YAMB.
Already done.Originally Posted by -=pj=-
Very fast indeed, how about getting to, and killing Lister in under two minutes?Originally Posted by Dynafrom
A week maybe, depends on how fast I can iron out the last bugs.Originally Posted by [The Reaper]
Let's see, a few sneak peeks maybe?
Walking characters now work incredibly smooth, my Smiter can run every boss there is, whether it's Andariel, Countess, Diablo, or even Baal. :)
The entire pathing library has also been remade, with new moving functions, and awesome new reduction algorithms (not that the average user know what a reduction algorithm is, but still).
The tele speed is incredible, and the new belt manager throws pots around like it's on steroids, it's so fast. :)
The area clearing function has been remade drastically. It'll now attack the closest enemy, rather than picking one at random. This makes a *huge* difference for walking characters.
The bot will also automatically ignore targets that are immune to all the defined attacks, and rather than just stalling, it'll instead attack the closest non-immune monster.
The bot now fully supports all types of Paladins, from Clerics (medics), to Smiters and Zealots. Support for Hammerdins has also been updated, and now work a lot better.
Also got some good news to all whirlwinders out there (mainly Barbarians, but also Assassins). I've written an entirely new whirlwind function, that automatically detects where you are relative to your target, and then whirlwinds across it.
Some things have also happened in the Amazon attack library, mainly for the Javazons and the Bow/Javazon hybrids. The bot now fully supports melee, and will not only use both melee and ranged attacks, but will alternate between them to pick whichever that's the most suitable. So if both melee and ranged attacks are chosen, the bot will use melee against targets that are close, and ranged attacks against distant targets.
This applies to both Javelins and Bows, and all attacks that the target is immune to will be ignored. For example, if you have both a javelin and bow equipped, and have chosen Lightning Strike and Freezing Arrow as your attacks, then the bot will use the javelin in melee, and switch to your bow for distant targets. If the target is immune to cold, then the bot will ignore Freezing Arrow, and instead run into melee to use Lightning Strike.
The Sorceress attacking functions has been almost entirely rewritten. The configuration file doesn't look very different from before, but a lot has happened under the surface. The bot will now not only alternate between timed attacks (with casting delay) and untimed attacks (without casting delay), but it'll also check the total amount of "Faster Cast Rate" on all your items, and automatically adjust how many times each untimed spell can be cast while waiting for a timed spell.
For instance, if you list Frozen Orb, Blizzard, Meteor and Fire Ball, and have a total of 63% faster cast rate, the script will cast Frozen Orb once, Fire Ball three times, Blizzard once, Fire Ball five times, Meteor once, Fire Ball four times more, before repeating the process.
If the target is immune to cold, then the bot will ignore Frozen Orb and Blizzard, and only alternate between Meteor and Fire Ball.
Not to forget a new tool I'm working on, called PKWatch, which basically watches out for player killers, and either quites when they come close (not as soon as they hostile you), or pauses the run and attacks them. :)
This feature is awesome to say the least, there was one player killer a week ago in a public Baal game (a level 96 Hammerdin if I remember correctly), who decided to have a little fun so he hostiled me. Well, anyone can make a mistake, but this was hardcore, last mistake he ever made. :)
Oh, and here's a draft from the paladin configuration files (note files, in plural, you now have several configuration files):
Code:////////////////////////////////////////////////////////////////////// // Boss configuration //==================================================================== // This is the list of currently available bosses to run. // // The first number (between the square brackets) tells the bot in which // order to run each boss. Change these numbers as you like. // // Start with 1 for the boss you wish to run first, and then increase the // number for every boss you want to run. Leave at 0 to skip a boss. // // Default settings are Pindle, Countess, Andy, Meph and then Pit. // // Recommendation: Reorder the sequence in order of difficulty, to kill // the easiest boss first and the toughest boss last. ////////////////////////////////////////////////////////////////////// /////////////////////////////////// // Act 1 //--------------------------------- YAMXXP[0] = "BloodRaven"; YAMXXP[2] = "Countess"; YAMXXP[5] = "Pit"; YAMXXP[3] = "Andy"; YAMXXP[0] = "Cow"; /////////////////////////////////// // Act 2 //--------------------------------- YAMXXP[0] = "Tunnels"; YAMXXP[0] = "Summoner"; YAMXXP[0] = "Duriel"; /////////////////////////////////// // Act 3 //--------------------------------- YAMXXP[0] = "Trav"; YAMXXP[4] = "Meph"; /////////////////////////////////// // Act 4 //--------------------------------- YAMXXP[0] = "Izual"; YAMXXP[0] = "Hephasto"; YAMXXP[0] = "Diablo"; /////////////////////////////////// // Act 5 //--------------------------------- YAMXXP[0] = "BloodyFoothills"; YAMXXP[0] = "FrigidHighlands"; YAMXXP[0] = "ThreshSocket"; YAMXXP[0] = "Frozenstein"; YAMXXP[0] = "Snapchip"; YAMXXP[1] = "Pindle"; YAMXXP[0] = "Nihlathak"; YAMXXP[0] = "Ancients"; YAMXXP[0] = "Baal"; /////////////////////////////////// // Leecher module. //--------------------------------- YAMXXP[0] = "Parasite"; /////////////////////////////////// // Follower, enchanter, bo script //--------------------------------- YAMXXP[0] = "Symbiote"; ////////////////////////////////////////////////////////////////////// // IP configuration //==================================================================== // YAM_DisplayIP = true/false Set to true to display server IP in game (in bottom right corner, only shows last part.) // YAM_AlertOnHotIP = value Send an alert command upon finding an hot IP. Accepted values are : // "mirc" Send a message and beep command to your mirc client (must be running of course.) // "bnet" Send a message over battle.net, see next option. // "both" You can guess that one. Must be type exactly as-is, no caps. // Comment out or use "" to disable. Same applies to YAM_LoadOnHotIP. // YAM_SayCmdOnHotIP = cmd Command used to send the bnet message. Either "/f m" or "/w charname" basically. // YAM_MonitorDCloneMsg=true/false Set to true to monitor soj/walks msg in all modules (set Lang var properly) // if the soj message or dclone walks show up, // the bot will "force" load the HOTIP module and idle in the game. //-------------------------------------------------------------------- YAM_DisplayIP = true; YAM_AlertOnHotIP = "both"; YAM_SayCmdOnHotIP="/f m"; YAM_MonitorDCloneMsg=false; ////////////////////////////////////////////////////////////////////// // Team Botting configuration //==================================================================== // PublicMode = 0/1/2 0 - Private, 1 - Public, >1 - Supports Leeches // YAM_TPMsg = value define the boardcast msg to use to signal to the team bots to enter your tp // WaitForPortal = true/false; Set to true to wait for a YAM_TPMsg before entering tp // rather than teleporting to the boss itself. // YAM_UseFriendsList = true/false Set to true to use the "/f m" command for your team bots // to join your game rather than message them individually // if true, you need to add the accounts of your team bots // to your bnet friends list! // YAM_WaitInChat=true/false; false to bot as normal and true to wait in chat for team botting. //-------------------------------------------------------------------- YAM_WaitInChat=false; YAM_TPMsg="tp up"; WaitForPortal=false; YAM_UseFriendsList=true; PublicMode = 0; ////////////////////////////////////////////////////////////////////// // Delay configuration //==================================================================== // YAM_StartGameDelay = rnd(min,max) Random delay in milliseconds before game initialization. // YAM_MinGameLength = number (sec) Minimum game length under which bot will stall after runs, in seconds. // YAM_MaxGameLength = number (sec) Maximum game length before aborting, in seconds. Use 0 for infinite length. // YAM_GameCatchup = number (msec) Time delay to let d2jsp catchup after an area change // YAM_MustIdle=true/false Set to true to force YAMB to idle (uses HOTIP module idler) //-------------------------------------------------------------------- YAM_StartGameDelay = rnd(1000,2000); YAM_MinGameLength = 240; YAM_MaxGameLength = 480; // Default is 8 min, don't set too low or you may not kill everyone ! YAM_GameCatchup = 1000; YAM_MustIdle=false; ////////////////////////////////////////////////////////////////////// // Console configuration //==================================================================== // DC_UseConsole = true/false Set to true to use the very nice console (can be activated by pressing 'U' once in the game). // DC_UseRuneConsole = true/false Set to true to display a rune log console on screen (can be activated by pressing 'Y' once in the game). //-------------------------------------------------------------------- DC_UseConsole = true; DC_UseRuneConsole = true; ////////////////////////////////////////////////////////////////////// // Inventory configuration //==================================================================== // DC_BuyKeys = true/false For certain scripts, buy keys from the npc for chest opening // YAM_StopFullInv = true/false Set to true to stop the bot if the inventory and stash are full. // YAM_StopNoRepair=true/false Set to true to stop if we have no enough gold to repair and some items is in critical level // YAM_ClearInv = true/false Set to true to clear inventory of junk before stashing and during npc interactions // XP_SellBackItems = true/false Set to true to sell junk items to NPCs. // XP_DropItems = true/false If XP_SellBackItems is set to true but gold is full, drop items instead (faster). //-------------------------------------------------------------------- DC_BuyKeys = false; YAM_StopFullInv = true; YAM_StopNoRepair = true; YAM_ClearInv=true; XP_SellBackItems = true; XP_DropItems = true; ////////////////////////////////////////////////////////////////////// // Movement configuration //==================================================================== // DM_UseTeleport=true/false Set to true if you want to use teleport (Enigma armor) // DM_UseWalk=true/false Set to true if you want to walk rather than run (useful for high defence melee characters) // DM_UseVigor= true/false True to use vigor when walking/running // DM_UseMeditation= true/false True to use meditation when teleporting // XP_BossLOS = true/false Move closer to the boss if no LOS or too far. Highly recommended! // YAM_KillUniques = true/false Set to true to only kill unique monsters. // YAM_UseShrines = true/false Set to true to allow pather to use shrines if they are found // YAM_OpenChests = true/false Set to true to allow pather to open chests if they are found. //-------------------------------------------------------------------- DM_UseTeleport=true; DM_UseWalk=false; DM_UseVigor=true; DM_UseMeditation=true; XP_BossLOS = true; YAM_KillUniques = false; YAM_UseShrines = false; YAM_OpenChests = false; ////////////////////////////////////////////////////////////////////// // Item evaluation configuration //==================================================================== // These are the .ini files for the new item parser, the replacement for the // old and buggy BMitems parsing combo // // These are generic .ini files made by Swerty and Madcat so your script will work // Feel free to edit this section as needed so they point to the files you wish to use // // If you want to add your own .ini files, just copy any line and enter the // exact .ini file name ( example : DSN_IPFilePath.push("myown.ini"); ). // // To disable an .ini file, just add "//" at the start of the line or delete the line. // // Finally, shopping and gambling will use the same files without problems. // ------------------------------------------------------------------ YAM_UseIP = true; /////////////////////////////////// // Private settings //--------------------------------- function DSN_PrivateIPFiles() { DSN_IPFilePath.push("charms.ini"); DSN_IPFilePath.push("gems.ini"); DSN_IPFilePath.push("jewels.ini"); DSN_IPFilePath.push("magics.ini"); DSN_IPFilePath.push("potions.ini"); DSN_IPFilePath.push("rares.ini"); DSN_IPFilePath.push("runes.ini"); DSN_IPFilePath.push("sets.ini"); DSN_IPFilePath.push("socketables.ini"); DSN_IPFilePath.push("uniques.ini"); }////////////////////////////////// // Public settings //--------------------------------- function DSN_PublicIPFiles() { DSN_IPFilePath.push("charms.ini"); DSN_IPFilePath.push("gems.ini"); DSN_IPFilePath.push("jewels.ini"); DSN_IPFilePath.push("magics.ini"); DSN_IPFilePath.push("potions.ini"); DSN_IPFilePath.push("rares.ini"); DSN_IPFilePath.push("runes.ini"); DSN_IPFilePath.push("sets.ini"); DSN_IPFilePath.push("socketables.ini"); DSN_IPFilePath.push("uniques.ini"); }//////////////////////////////////////////////////////////////////// // Public SnagIt configuration // Change these for options in how you want your snagit to act // ------------------------------------------------------------------ // DSN_MinGoldStack = number Minimum gold stack amount to pickup. Set to 0 to ignore all gold stacks, 1 to pick all. // DSN_SnagType = number Type of pickup: 0 = Best item first and 1 = Closest item first // DSN_LogGold = true/false Set to true to log gold pickups. // DSN_SnagRange = number Radius to check for dropped items (40 is a good number here) // DSN_GoldSnagRange = number Radius to check for gold (usually smaller than item max range) // DSN_WalkSnagRange = number Walk to the item if within this range (for characters with teleport) // DSN_SnagDelay = number This is the amount of time to wait before snagit picks up items. // ------------------------------------------------------------------ DSN_MinGoldStack = 2000; DSN_SnagType = 0; DSN_LogGold = false; DSN_SnagRange = 40; DSN_GoldSnagRange = 25; DSN_WalkSnagRange = 10; DSN_SnagDelay = 200; //-------------------------------------------------------------------- // Item Logging configuration //==================================================================== // DSN_LogArea = true/false Set to true to log the areas where the item is seen // DSN_LogAct = true/false If you want to log in what act the item is seen, set it to true // DSN_LogGold = true/false Set to true to log gold stacks pickup // DSN_LogPotions = true/false Set to true to log potions pickup // DSN_LogNormalItems = [x,x,x] Log normal items (array = normal,exceptional,elite) // DSN_LogMagicItems = [x,x,x] Log magical items (array = normal,exceptional,elite) // DSN_LogRareItems = [x,x,x] Log rare items (array = normal,exceptional,elite) // DSN_LogSetItems = [x,x,x] Log set items (array = normal,exceptional,elite) // DSN_LogUniqueItems = [x,x,x] Log unique items (array = normal,exceptional,elite) // Note : 0 = no logging, 1 = only snagged items, 2 = snagged and ignored //-------------------------------------------------------------------- DSN_LogArea = true; DSN_LogAct = true; DSN_LogGold = false; DSN_LogPotions = false; DSN_LogNormalItems = [1,1,1]; DSN_LogMagicItems = [1,1,1]; DSN_LogRareItems = [1,1,1]; DSN_LogSetItems = [1,1,1]; DSN_LogUniqueItems = [1,1,1]; // ------------------------------------------------------------------ // These files listed below will be IGNORED unless YAM_UseIP = false (to let you use the oldstyle BMitems parsing) //=================================================================== // DSN_SnagItINIFile = "path" Set this to the ini you want used for the SnagIt INI file // DT_BMitemsINIFile = "path" Set this to the ini you want used for the BMitems INI file // DT_ShopItINIFile = "path" Set this to the ini you want used for the ShopIt INI file // ------------------------------------------------------------------ // These are the .ini settings for items evaluation for YAMB (using oldstyle BMitems parsing) // ------------------------------------------------------------------ DSN_SnagItINIFile = "SnagIt.ini"; DT_BMitemsINIFile = "BMitems.ini"; DT_ShopItINIFile = "ShopIt.ini"; ////////////////////////////////////////////////////////////////////// // Cube Settings //==================================================================== // DCU_CubingEnabled = true/false Switch to (de-)activate the cube lib // DCU_countrycode = x Language (0=ger, 1=eng) //-------------------------------------------------------------------- DCU_CubingEnabled = false; DCU_countrycode = 1; // ------------------------------------------------------------------ // Available recipes (maybe there are some more). // Remove the '//' at the beginning of a line to enable a recipe //==================================================================== function DCU_LoadCubeRecipes() { //DCU_Codes.push(["gcw",0,3]); //Chipped Diamond gcw //DCU_Codes.push(["gcv",0,3]); //Chipped Amethyst gcv //DCU_Codes.push(["gcb",0,3]); //Chipped Saphire gcb //DCU_Codes.push(["gcy",0,3]); //Chipped Topaz gcy //DCU_Codes.push(["gcr",0,3]); //Chipped Ruby gcr //DCU_Codes.push(["gcg",0,3]); //Chipped Emerald gcg //DCU_Codes.push(["skc",0,3]); //Chipped Skull skc //DCU_Codes.push(["gfw",0,3]); //Flawed Diamond gfw //DCU_Codes.push(["gfv",0,3]); //Flawed Amethyst gfv //DCU_Codes.push(["gfb",0,3]); //Flawed Saphire gfb //DCU_Codes.push(["gfy",0,3]); //Flawed Topaz gfy //DCU_Codes.push(["gfr",0,3]); //Flawed Ruby gfr //DCU_Codes.push(["gfg",0,3]); //Flawed Emerald gfg //DCU_Codes.push(["skf",0,3]); //Flawed Skull skf //DCU_Codes.push(["gsw",0,3]); //Normal Diamond gsw //DCU_Codes.push(["gsv",0,3]); //Normal Amethyst gsv //DCU_Codes.push(["gsb",0,3]); //Normal Saphire gsb //DCU_Codes.push(["gsy",0,3]); //Normal Topaz gsy //DCU_Codes.push(["gsr",0,3]); //Normal Ruby gsr //DCU_Codes.push(["gsg",0,3]); //Normal Emerald gsg //DCU_Codes.push(["sku",0,3]); //Normal Skull sku //DCU_Codes.push(["glw",0,3]); //Flawless Diamond glw //DCU_Codes.push(["gzv",0,3]); //Flawless Amethyst gzv //DCU_Codes.push(["glb",0,3]); //Flawless Saphire glb //DCU_Codes.push(["gly",0,3]); //Flawless Topaz gly //DCU_Codes.push(["glr",0,3]); //Flawless Ruby glr //DCU_Codes.push(["glg",0,3]); //Flawless Emerald glg //DCU_Codes.push(["skl",0,3]); //Flawless Skull skl //DCU_Codes.push(["r01",0,3]); //El Rune r01 //DCU_Codes.push(["r02",0,3]); //Eld Rune r02 //DCU_Codes.push(["r03",0,3]); //Tir Rune r03 //DCU_Codes.push(["r04",0,3]); //Nef Rune r04 //DCU_Codes.push(["r05",0,3]); //Eth Rune r05 //DCU_Codes.push(["r06",0,3]); //Ith Rune r06 //DCU_Codes.push(["r07",0,3]); //Tal Rune r07 //DCU_Codes.push(["r08",0,3]); //Ral Rune r08 //DCU_Codes.push(["r09",0,3]); //Ort Rune r09 //DCU_Codes.push(["r10",0,3,"gcy",0,1]); //Thul Rune + chipped Topaz r10 + gcy //DCU_Codes.push(["r11",0,3,"gcv",0,1]); //Amn Rune + chipped Amethyst r11 + gcv //DCU_Codes.push(["r12",0,3,"gcb",0,1]); //Sol Rune + chipped Saphire r12 + gcb //DCU_Codes.push(["r13",0,3,"gcr",0,1]); //Shael Rune + chipped Ruby r13 + gcr //DCU_Codes.push(["r14",0,3,"gcg",0,1]); //Dol Rune + chipped Emerald r14 + gcg //DCU_Codes.push(["r15",0,3,"gcw",0,1]); //Hel Rune + chipped Diamond r15 + gcw //DCU_Codes.push(["r16",0,3,"gfy",0,1]); //Io Rune + flawed Topaz r16 + gfy //DCU_Codes.push(["r17",0,3,"gfv",0,1]); //Lum Rune + flawed Amethyst r17 + gfv //DCU_Codes.push(["r18",0,3,"gfb",0,1]); //Ko Rune + flawed Saphire r18 + gfb //DCU_Codes.push(["r19",0,3,"gfr",0,1]); //Fal Rune + flawed Ruby r19 + gfr //DCU_Codes.push(["r20",0,3,"gfg",0,1]); //Lem Rune + flawed Emerald r20 + gfg //DCU_Codes.push(["r21",0,2,"gfw",0,1]); //Pul Rune + flawed Diamond r21 + gfw //DCU_Codes.push(["r22",0,2,"gsy",0,1]); //Um Rune + Topaz r22 + gsy //DCU_Codes.push(["r23",0,2,"gsv",0,1]); //Mal Rune + Amethyst r23 + gsv //DCU_Codes.push(["r24",0,2,"gsb",0,1]); //Ist Rune + Saphire r24 + gsb //DCU_Codes.push(["r25",0,2,"gsr",0,1]); //Gul Rune + Ruby r25 + gsr //DCU_Codes.push(["r26",0,2,"gsg",0,1]); //Vex Rune + Emerald r26 + gsg //DCU_Codes.push(["r27",0,2,"gsw",0,1]); //Ohm Rune + Diamond r27 + gsw //DCU_Codes.push(["r28",0,2,"gly",0,1]); //Lo Rune + flawless Topaz r28 + gly //DCU_Codes.push(["r29",0,2,"gzv",0,1]); //Sur Rune + flawless Amethyst r29 + gzv //DCU_Codes.push(["r30",0,2,"glb",0,1]); //Ber Rune + flawless Saphire r30 + glb //DCU_Codes.push(["r31",0,2,"glr",0,1]); //Jah Rune + flawless Ruby r31 + gll //DCU_Codes.push(["r32",0,2,"glg",0,1]); //Cham Rune + flawless Emerald r32 + glg }///////////////////////////////////////////////////////////////////// // Stashing configuration //==================================================================== // DT_FreeSpace = number Minimum number of free columns: if less full columns are free, go to stash. // DT_MinGoldToStash = number Maximum gold amount carried before going to stash. //-------------------------------------------------------------------- DT_FreeSpace = 3; DT_MinGoldToStash = 50000; //-------------------------------------------------------------------- // The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it. // This allows you to keep charms in inventory. Note: If you have an empty spot set to 0 // the item that appears there during a run will NEVER get stashed. // (Useful if you have lots of space and want to use the bonuses of freshly-ID'd charms.) // WARNING: Make sure that you have set this correctly otherwise you can lose // your existing items! //-------------------------------------------------------------------- DT_Columns[0]=[1,1,1,0,0,0,0,0,0,0]; DT_Columns[1]=[1,1,1,0,0,0,0,0,0,0]; DT_Columns[2]=[1,1,1,0,0,0,0,0,0,0]; DT_Columns[3]=[1,1,1,0,0,0,0,0,0,0]; /////////////////////////////////////////////////////////////////// // Sicojola's Automule configuration // // AUTOMULE DISCLAIMER: // Automule is solely the work of Sicojola. Although the YAMB scripters have been nice enough // to include my script as an option in their bots, they are not responsible for Automule. // SEND ALL QUESTIONS, COMMENTS, OR COMPLAINTS REGARDING AUTOMULE TO SICOJOLA VIA THE D2JSP FORUMS OR PM. // Do not bother the YAMB scripters with Automule-related material if you choose to use this option. // // Furthermore, although I consider Automule safe for your items, I take no responsibility for any items // you lose due to this script. *** YOU USE THIS SCRIPT AT YOUR OWN RISK ***. //================================================================= // YAM_Automule = true/false Set to true to use Sicojola's Automule script (you have to download and configure it separatly.) // YAM_StopFullInv MUST be true to use this feature // ------------------------------------------------------------------ YAM_Automule = false; // UNTESTED ! ////////////////////////////////////////////////////////////////////// // Belt configuration //==================================================================== // YAM_UseBeltManager = true/false Leave at true if you want the bot to buy potions. //-------------------------------------------------------------------- YAM_UseBeltManager = true; //-------------------------------------------------------------------- // Type of potion used in each belt column // Available types : "hp" = health | "mp" = mana. // Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice. //-------------------------------------------------------------------- DT_BeltColType[0] = "hp"; // Column 1 in belt DT_BeltColType[1] = "hp"; // Column 2 DT_BeltColType[2] = "mp"; // Column 3 DT_BeltColType[3] = "mp"; // Column 4 //-------------------------------------------------------------------- // Minimum amount of potions in each column before needing refilling. // If there's less potions then this number in the column we go and shop. // Set to 4 to go shopping as soon as there's a potion missing. //-------------------------------------------------------------------- DT_BeltColMin[0] = 3; DT_BeltColMin[1] = 3; DT_BeltColMin[2] = 3; DT_BeltColMin[3] = 3; //-------------------------------------------------------------------- // All rejuvenation potions are kept and used from your inventory. Set the maxiumum amount // of rejuvenation potions to keep in your inventory. The bot will automatically replace // small ones with larger ones if you run out of space. // Recommendation: Enable cubing and automatically upgrade all small potions to larger ones. //-------------------------------------------------------------------- DT_MaxRejuv = 4; ////////////////////////////////////////////////////////////////////// // ShopIt! and GambleIt! //==================================================================== // YAM_ShopIt = true/false Set to true to shop every npc you talk to, false to skip this. // YAM_GambleIt = true/false Set to true to gamble at Anya and Gheed each time you talk to them. // YAM_AlwaysGamble = true/false If GambleIt is set to true, always go to Anya and Gheed to gamble. // YAM_GambleMinGold = number Set a minimum amount of gold before starting to gamble. // YAM_RandomNPC = true/false Set to true to always visit a random NPC before a run. // YAM_AlwaysGoToHealer = true/false Set to true to always visit the local healer before a run. // YAM_AlwaysRepair = true/false Set to true to always visit the repair npc before a run. // YAM_AlwaysAkara = true/false Set to true to always visit Akara when in act 1. // YAM_AlwaysCharsi = true/false Set to true to always visit Charsi when in act 1. // YAM_VisitGheed = true/false Set to true to always visit Gheed when in act 1. // YAM_AlwaysOrmus = true/false Set to true to always visit Ormus when in act 3. // YAM_AlwaysMalah = true/false Set to true to always visit Malah when in act 5. // YAM_AlwaysLarzuk = true/false Set to true to always visit Larzuk when in act 5. // YAM_VisitAnya = true/false Set to true to always visit Anya before killing Pindle if ShopIt is true. // Will also shop after comming back if PXP_EscapeThroughPortal is true. //-------------------------------------------------------------------- YAM_ShopIt = false; YAM_GambleIt = false; YAM_AlwaysGamble = false; YAM_GambleMinGold = 250000; YAM_RandomNPC = false; YAM_AlwaysGoToHealer = false; YAM_AlwaysRepair = false; YAM_AlwaysAkara = false; YAM_AlwaysCharsi = false; YAM_VisitGheed = false; YAM_AlwaysOrmus = false; YAM_AlwaysMalah = false; YAM_AlwaysLarzuk = false; YAM_VisitAnya = false; //-------------------------------------------------------------------- // NJIP gamble section // Edit the .ini files for items you want to gamble. // A list of item codes can be found on www.d2jsp.org //-------------------------------------------------------------------- //DT_GambleItem.push("rin"); // Rings //DT_GambleItem.push("amu"); // Amulets //DT_GambleItem.push("ci0"); // Circlets //DT_GambleItem.push("lgl"); // Leather Gloves //DT_GambleItem.push("vgl"); // Heavy Gloves //DT_GambleItem.push("mgl"); // Chain Gloves //DT_GambleItem.push("tgl"); // Light Gauntlets //DT_GambleItem.push("hgl"); // Gauntlets ////////////////////////////////////////////////////////////////////// // Randomisation configuration //==================================================================== // DC_RandomDel = true/false Set to true to randomise all delays to make the script harder to detect by blizz // DM_RandomMove = true/false Set to true to make your movements random // DM_RandomMoveDel = true/false Set to true to make movement delays random //-------------------------------------------------------------------- DC_RandomDel = false; DM_RandomMove = false; DM_RandomMoveDel = false; ////////////////////////////////////////////////////////////////////// // Debugging informations //==================================================================== // DC_Verbose = true/false Set to true to display various action messages. // DC_DebugLevel = 0/1/2/3 0 = none, 1 = print to file only, 2 = print to screen only, 3 = both // DC_DebugPrintDel = number How long you want to have the script pause after a debug print. // DC_AbortPrintDel = number How much time to display the error message before stopping or aborting the game. //-------------------------------------------------------------------- DC_Verbose = true; DC_DebugLevel = 0; DC_DebugPrintDel = 0; DC_AbortPrintDel = 2000; ////////////////////////////////////////////////////////////////////// // ADVANCED SETTINGS - Change the values only if you are experiencing problems running the script. //==================================================================== // DT_NPCDelay = number Amount of time after interaction or trade with npc to avoid missing menu or trade window. // DC_ClickDel = number Delay used when using mouse clicks, in milliseconds (increase if you are missing clicks). // DC_LagDelay = number Lag delay for all interactions with items in milliseconds (increase if it misses items sometimes.) // DC_Timeout = number Timeout delay for various loops, in SECONDS. // DC_SwitchTimeout = number Timeout delay for weapon switch loops, in SECONDS. // DC_UseCheckLoop = true Set to true to use a loop to check up to 3 times (may slow the run a little.) // This will be useful to solve the problem with the monster detection. // XP_TeleDist = number Distance between teleports with pathing. Script will limit you between 10 and 20. // XP_WalkDist = number Distance between steps with pathing. Script will limit you between 4 and 8. // XP_StepDelay = number Minimum delay between steps with pathing. Change this if you are having problems with black walls. // DM_WalkDel = number Minimum delay between steps when not using the pather. Change this if you are having problems with black walls. // DM_ChangeAreaTimeout = number Delay to wait until the area change (using wp or stairs). // Increase this if you get too much "Failed to interact". // DSN_UsePathing = true/false Set to true to use a pathing call when picking items far away //-------------------------------------------------------------------- DT_NPCDelay = 250; DC_ClickDel = 100; DC_LagDelay = 10; DC_Timeout = 3; DC_SwitchTimeout = 3; DC_UseCheckLoop = true; XP_TeleDist = 20; XP_WalkDist = 8; XP_StepDelay = 0; DM_WalkDel = 250; DM_ChangeAreaTimeout = 10000; DSN_UsePathing = false;Code:////////////////////////////////////////////////////////////////////// // General configuration for bosses. //-------------------------------------------------------------------- // XP_MaxAttacks = number This is the maximum number of attack sequences used to attack each boss and his minions. // If he is still alive after this many attacks, the game will abort! // XP_SwitchOnKill = true Set to true to switch to the weapon with the greatest magic find before killing boss. // XP_StallSkipPhys = true/false Set to true to not stall if a boss is immune to physical attacks. // XP_KillMinions = true/false Set to true to kill all minions before picking items. // XP_KillMinionsFirst = true/false Set to true to kill all minions before attacking the main boss. //-------------------------------------------------------------------- XP_MaxAttacks = 50; XP_SwitchOnKill = false; XP_StallSkipPhys = true; XP_KillMinions = true; XP_KillMinionsFirst = false; ////////////////////////////////////////////////////////////////////// // Blood Raven configuration //-------------------------------------------------------------------- // RXP_DoMausoleum = true/false Set to true to clear the Mausoleum after Blood Raven has been killed. // RXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // RXP_StallKill = true/false Set this to true to let your merc get the last hit. // RXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- RXP_DoMausoleum = true; RXP_SwitchHP = 40; RXP_StallKill = false; RXP_StallHP = 20; ////////////////////////////////////////////////////////////////////// // Countess configuration //-------------------------------------------------------------------- // CXP_ClearPath = true/false Set to true to kill monsters on the way to the Countess. Recommended for walking characters. // CXP_ClearLevel = true/false Set to true to kill monsters around the entrance to each level // CXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // CXP_StallKill = true/false Set this to true to let your merc get the last hit. // CXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- CXP_ClearPath = false; CXP_ClearLevel = false; CXP_SwitchHP = 40; CXP_StallKill = false; CXP_StallHP = 20; ////////////////////////////////////////////////////////////////////// // Andy configuration //-------------------------------------------------------------------- // AXP_ClearPath=true/false Set to true to kill monsters on the way to Andy. Recommended for walking characters. // AXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // AXP_StallKill = true/false Set this to true to let your merc get the last hit. // AXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- AXP_ClearPath = false; AXP_SwitchHP = 10; AXP_StallKill = false; AXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Cow configuration //==================================================================== // Cow_KillRakanishu=true/false Set to true to kill Rakanishu while getting the leg // Cow_KillGriswold=true/false Set to true to kill Griswold while getting the leg // Cow_OpenOnly=true/false Set to true to only open the cow portal (doesn't enter it) // Cow_NoKing=true/false Set to true to prevent killing cow king // CowPortalMsg=string Define the boardcast msg to use to signal to everyone that the cow portal is up //-------------------------------------------------------------------- Cow_KillRakanishu = false; Cow_KillGriswold = false; Cow_OpenOnly=false; Cow_NoKing=true; CowPortalMsg="cow up"; ////////////////////////////////////////////////////////////////////// // The Summoner configuration //-------------------------------------------------------------------- // SumXP_UsePather=true/false Use pather from waypoint to the Summoner. MUST BE TRUE IF YOU DON'T USE TELEPORT. // SumXP_ClearPath=true/false Set to true to kill monsters on the way to the Summoner. Recommended for walking characters. // SumXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // SumXP_StallKill = true/false Set this to true to let your merc get the last hit. // SumXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- SumXP_UsePather = false; SumXP_ClearPath = false; SumXP_SwitchHP = 40; SumXP_StallKill = false; SumXP_StallHP = 20; ////////////////////////////////////////////////////////////////////// // Duriel configuration //-------------------------------------------------------------------- // DuXP_TombRun = true/false Set to true to clear all the other tombs before killing Duriel. // DuXP_ClearPath=true/false Set to true to kill monsters on the way to Duriel. Recommended for walking characters. // DuXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // DuXP_StallKill = true/false Set this to true to let your merc get the last hit. // DuXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- DuXP_TombRun = false; DuXP_ClearPath = false; DuXP_SwitchHP = 10; DuXP_StallKill = false; DuXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Travincal configuration //-------------------------------------------------------------------- // TrXP_ClearPath=true/false Set to true to kill monsters on the way to the Travincal. Recommended for walking characters. // TrXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // TrXP_StallKill = true/false Set this to true to let your merc get the last hit. // TrXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- TrXP_ClearPath = false; TrXP_SwitchHP = 10; TrXP_StallKill = false; TrXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Meph configuration //-------------------------------------------------------------------- // MXP_MephDodge=true/false Set true to dodge meph cold ball. // MXP_DoMoat = true/false Set to true to use Moat trick for Meph (get him to follow and attack from across bridge.) // MXP_ChestStand=true/false Open the 2 chests and the weapon/armour stands. // MXP_OpenUberChest = true/false Set to true to try to open the Uber Chest after killing Meph (will silently fail and go on if it's locked and you don't have keys.) // Do not set MXP_OpenUberChest unless you have selected to kill Meph at the Boss configuration. // MXP_AlwaysGoAct4 = true/false Set to true to exit Meph's lair though red portal (false to use a TP.) // MXP_BridgeWait = number Set the amount of ms to wait until the bridge is up when using red portal to act 4. // MXP_KillCouncils=true/false Kill all the other councils members. Becarefull, Bremm sometime spawn with conviction. // MXP_ClearPath=true/false Set to true to kill monsters on the way to Meph. Recommended for walking characters. // MXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // MXP_StallKill = true/false Set this to true to let your merc get the last hit. // MXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- MXP_MephDodge=false; MXP_DoMoat = false; MXP_ChestStand=false; MXP_OpenUberChest = true; MXP_AlwaysGoAct4 = false; MXP_BridgeWait = 1500; MXP_KillCouncils=false; MXP_ClearPath = false; MXP_SwitchHP = 10; MXP_StallKill = false; MXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Izual configuration //-------------------------------------------------------------------- // IXP_ClearPath=true/false Set to true to kill monsters on the way to Izual. Recommended for walking characters. // IXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // IXP_StallKill = true/false Set this to true to let your merc get the last hit. // IXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- IXP_ClearPath = false; IXP_SwitchHP = 40; IXP_StallKill = false; IXP_StallHP = 0; ////////////////////////////////////////////////////////////////////// // Hephasto configuration //-------------------------------------------------------------------- // HXP_ClearPath=true/false Set to true to kill monsters on the way to Hephasto. Recommended for walking characters. // HXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // HXP_StallKill = true/false Set this to true to let your merc get the last hit. // HXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- HXP_ClearPath = false; HXP_SwitchHP = 40; HXP_StallKill = false; HXP_StallHP = 0; ////////////////////////////////////////////////////////////////////// // Diablo configuration //==================================================================== // DXP_UsePather=true/false Use pather from waypoint to Chaos Sanctuary. MUST BE TRUE IF YOU DON'T USE TELEPORT. // DXP_RiverClearPath = true/false Set to false to kill monsters from waypoint to to Diablo Circle. Recommended for walking characters. // DXP_ChaosClearPath = true/false Set to false to kill monsters from Chaos Entrance to Diablo Circle. Recommended for walking characters. // DXP_SealClearPath = true/false Set to false to kill monsters from Diablo Circle to each Seal. Recommended for walking characters. // DXP_Retries=x Set to the number of retries to return and open the seal, if failed // DXP_QuitIfNoDiablo=true/false Set to true to quit the run, if Diablo is not going to spawn // DXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // DXP_StallKill = true/false Set this to true to let your merc get the last hit. // DXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- DXP_UsePather = false; DXP_RiverClearPath = false; DXP_ChaosClearPath = true; DXP_SealClearPath = true; DXP_Retries=3; DXP_QuitIfNoDiablo = false; DXP_SwitchHP = 10; DXP_StallKill = false; DXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Bloody Foothills configuration //-------------------------------------------------------------------- // BFXP_KillEldritch = true/false Set to true to kill Eldritch // BFXP_KillShenk = true/false Set to true to kill Shenk // BFXP_KillDacFarren = true/false Set to true to kill Dac Farren // BFXP_ClearPath=true/false Set to true to kill monsters on the way to each boss. Recommended for walking characters. // BFXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // BFXP_StallKill = true/false Set this to true to let your merc get the last hit. // BFXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- BFXP_KillEldritch = true; BFXP_KillShenk = true; BFXP_KillDacFarren = true; BFXP_ClearPath = false; BFXP_SwitchHP = 10; BFXP_StallKill = false; BFXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Frigid Highlands configuration //-------------------------------------------------------------------- // FHXP_KillEldritch = true/false Set to true to kill Eldritch // FHXP_KillSharptooth = true/false Set to true to kill Sharptooth Sayer // FHXP_KillEyeback = true/false Set to true to kill Eyeback the Unleashed // FHXP_ClearPath=true/false Set to true to kill monsters on the way to each boss. Recommended for walking characters. // FHXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // FHXP_StallKill = true/false Set this to true to let your merc get the last hit. // FHXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- FHXP_KillEldritch = true; FHXP_KillSharptooth = true; FHXP_KillEyeback = true; FHXP_ClearPath = false; FHXP_SwitchHP = 10; FHXP_StallKill = false; FHXP_StallHP = 10; ////////////////////////////////////////////////////////////////////// // Thresh Socket configuration //-------------------------------------------------------------------- // TXP_OpenEvilUrn = true/false Set to true to open the Evil Urn next to Thresh Socket. // TXP_ClearPath = true/false Set to true to kill monsters on the way to Thresh Socket. Recommended for walking characters. // TXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // TXP_StallKill = true/false Set this to true to let your merc get the last hit. // TXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- TXP_OpenEvilUrn = true; TXP_ClearPath = false; TXP_SwitchHP=10; TXP_StallKill = false; TXP_StallHP=10; ////////////////////////////////////////////////////////////////////// // Snapchip Shatter configuration //-------------------------------------------------------------------- // SnXP_ClearPath = true/false Set to true to kill monsters on the way to Snapchip Shatter. Recommended for walking characters. // SnXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // SnXP_StallKill = true/false Set this to true to let your merc get the last hit. // SnXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- SnXP_ClearPath = false; SnXP_SwitchHP=10; SnXP_StallKill = false; SnXP_StallHP=10; ////////////////////////////////////////////////////////////////////// // Frozenstein configuration //-------------------------------------------------------------------- // FroXP_ClearPath = true/false Set to true to kill monsters on the way to Frozenstein. Recommended for walking characters. // FroXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // FroXP_StallKill = true/false Set this to true to let your merc get the last hit. // FroXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- FroXP_ClearPath = false; FroXP_SwitchHP=10; FroXP_StallKill = false; FroXP_StallHP=10; ////////////////////////////////////////////////////////////////////// // Pindle configuration //-------------------------------------------------------------------- // PXP_EscapeThroughPortal=true/false Set to true to escape through red portal after killing Pindle (false to use a TP.) // PXP_AttackZombies = true Attack the Zombies in the courtyard after killing Pindle. // PXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // PXP_StallKill = true/false Set this to true to let your merc get the last hit. // PXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- PXP_EscapeThroughPortal = false; PXP_AttackZombies = false; PXP_SwitchHP = 40; PXP_StallKill = false; PXP_StallHP = 20; ////////////////////////////////////////////////////////////////////// // Nihlathak configuration //-------------------------------------------------------------------- // NihXP_ClearPath=true/false Set to true to kill monsters on the way to Nihlathak. Recommended for walking characters. // NihXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // NihXP_StallKill = true/false Set this to true to let your merc get the last hit. // NihXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- NihXP_ClearPath = false; NihXP_SwitchHP = 10; NihXP_StallKill = false; NihXP_StallHP = 0; ////////////////////////////////////////////////////////////////////// // Ancients configuration //-------------------------------------------------------------------- // AnXP_DoAncientsWay = true/false Set to true to clear Ancients Way // AnXP_DoAncients = true/false Set to true to kill the Ancients // AnXP_ClearPath=true/false Set to true to kill monsters on the way to the Ancients. Recommended for walking characters. // AnXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // AnXP_StallKill = true/false Set this to true to let your merc get the last hit. // AnXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- AnXP_DoAncientsWay = true; AnXP_DoAncients = false; AnXP_ClearPath = false; AnXP_SwitchHP=10; AnXP_StallKill = false; AnXP_StallHP=10; ////////////////////////////////////////////////////////////////////// // Baal configuration //==================================================================== // BXP_PortalPosition = 0/1/2 Position of the TP to place. 0 = main entrance, 1 = lower right corner, 2 = upper right corner // BXP_ClearFirst=true/false Set to true to clear the area around the tp first before saying the YAM_TPMsg msg // BXP_SkipBaal = true/false Skip killing baal. Suggested for public run. // BXP_RemovePoison=true/false Set to true if you want to go back to town to remove the poison from the unraverler. // BXP_AvoidHydra = 0/1/2 0 = disabled, 1 = retreat to a safe spot, 2 = retreat to town // BXP_ClearPath=true/false Set to true to kill monsters on the way to Baal. Recommended for walking characters. // BXP_ThroneClearPath=true/false Set to false to kill monsters from the throne stairs to the throne room. // BXP_SwitchHP = number Amount of monster HP remaining out of 128 (e.g. 10/128 = 7.8%) before switching weapon. // BXP_StallKill = true/false Set this to true to let your merc get the last hit. // BXP_StallHP = xx This is the amount of hp of 128 that you will at stall for the merc to kill. //-------------------------------------------------------------------- BXP_PortalPosition = 1; BXP_ClearFirst = true; BXP_SkipBaal = false; BXP_RemovePoison=false; BXP_AvoidHydra = 0; BXP_ClearPath = false; BXP_ThroneClearPath = false; BXP_SwitchHP = 10; BXP_StallKill = false; BXP_StallHP = 10;More to come. :)Code:////////////////////////////////////////////////////////////////////// // Precasting configuration //==================================================================== // DA_Refresh = 0/1/2 Refresh your precasts by default. 0 = disabled, 1 = only when safe, 2 = as soon as they run out // DA_UseCTA = true/false Switch to and use your CTA weapon runeword when doing the precasts. // XP_HolyShield=true/false Set to true cast Holy Shield // RedemLife = number The amount of life at which you want to turn on Redemption // If less than 100, it is a percentage. If over, it is the actual value. // RedemMana = number The amount of mana at which you want to turn on Redemption // If less than 100, it is a percentage. If over, it is the actual value. //-------------------------------------------------------------------- DA_Refresh = 1; DA_UseCTA = false; XP_HolyShield=true; RedemMana = 20; RedemLife = 70; ////////////////////////////////////////////////////////////////////// // Attack configuration //==================================================================== // XP_PallyAttack="skill" Set this to the skill you want to use // XP_PallyAura = xxx What aura do you want to use on attack // XP_HammerNumber= x; Number of times to cast a hammer before repositioning // XP_StartCharge=true/false Set this to true to Charge into the battle // XP_UseVengeance=true/false Set this to true to use Vengeance and Conviction when target is immune to physical //---------------------------------------------------------------- XP_PallyAttack=112; // "Blessed Hammer" XP_PallyAura=113; // "Concentration" XP_HammerNumber=4; XP_StartCharge=false; XP_UseVengeance=true; ////////////////////////////////////////////////////////////////////// // Area clearing configuration //-------------------------------------------------------------------- // XP_MonsterSearch = number How many times to search for surround monsters. Increase if you miss monsters. // XP_MonsterSearchRange = number Radius of the search for monsters around you. Increase if you misses monsters. //-------------------------------------------------------------------- XP_MonsterSearch = 2; XP_MonsterSearchRange = 30; ////////////////////////////////////////////////////////////////////// // SafeCheck configuration //==================================================================== // DT_SkipHealLife = number (%) Return to town to heal if under this amount of life. // DT_SkipHealMana = number (%) Return to town to heal if under this amount of mana. // XP_SafePoison = true/false Return to town to heal if poisoned. // XP_SafeAmp = true/false Return to town to heal if cursed with Amplify Damage. // XP_SafeWeak = true/false Return to town to heal if cursed with Weaken. // XP_SafeIM = true/false Return to town to heal if cursed with Iron Maiden. // XP_SafeDec = true/false Return to town to heal if cursed with Decrepify. // XP_SafeLowRes = true/false Return to town to heal if cursed with Lower Resist. // XP_SafeBMana = true/false Return to town to heal if cursed with Blood Mana. // XP_AbortDolls = true/false Abort the run if Stygian Dolls are found // XP_AbortSouls = true/false Abort the run if Burning Souls are found //-------------------------------------------------------------------- DT_SkipHealLife = 75; DT_SkipHealMana = 35; XP_SafePoison = false; XP_SafeAmp = false; XP_SafeWeak = false; XP_SafeIM = false; XP_SafeDec = false; XP_SafeLowRes = false; XP_SafeBMana = false; XP_AbortDolls = false; XP_AbortSouls = false; ////////////////////////////////////////////////////////////////////// // Mercenary configuration //==================================================================== // DT_UseMerc = true/false Set to true to watch out for mercenary, revive him when he dies, etc. // XP_MercSafePoison = true/false Return to town to heal if mercenary is poisoned. // XP_MercSafeAmp = true/false Return to town to heal if mercenary is cursed with Amplify Damage. // XP_MercSafeWeak = true/false Return to town to heal if mercenary is cursed with Weaken. // XP_MercSafeIM = true/false Return to town to heal if mercenary is cursed with Iron Maiden. // XP_MercSafeDec = true/false Return to town to heal if mercenary is cursed with Decrepify. // XP_MercSafeLowRes = true/false Return to town to heal if mercenary is cursed with Lower Resist. // XP_MercSafeBMana = true/false Return to town to heal if mercenary is cursed with Blood Mana. // YAM_AbortNoMerc = true/false Set to true to abort the game if the merc is dead and failed to be ressurected. //-------------------------------------------------------------------- DT_UseMerc = true; XP_MercSafePoison = false; XP_MercSafeAmp = false; XP_MercSafeWeak = false; XP_MercSafeIM = false; XP_MercSafeDec = false; XP_MercSafeLowRes = false; XP_MercSafeBMana = false; YAM_AbortNoMerc = true; ////////////////////////////////////////////////////////////////////// // Repair configuration //==================================================================== // DT_RepairPercent = number (%) Go repair if any of your items fall below this percent of durability. // DT_AmmoPercent = number (%) Go repair if your ammo falls below this quantity in percent. // DT_ThrowPercent = number (%) Go repair if your ethereal throwing weapons fall below this percent of durability. // DT_ThrowRechTimeout = number Maximum time needed to recharge ethereal throwing weapons. //-------------------------------------------------------------------- DT_RepairPercent = 25; DT_AmmoPercent = 30; DT_ThrowPercent = 50; DT_ThrowRechTimeout = 40; ////////////////////////////////////////////////////////////////////// // Immunities/Resistances/Enchantments to skip //==================================================================== // DA_DisplayImmunities = true/false Set to true to display boss' immunity, auras and enchantments on screen. // DA_LogChickens = true/false Set to true to log chickens. This only applies to chickens from LifeWatch //-------------------------------------------------------------------- DA_DisplayImmunities = true; DA_LogChickens = true; //-------------------------------------------------------------------- // Set each to true to chicken out if a monster is immune to that kind of damage. // Thanks to D32v1n for contributing to some of these settings //-------------------------------------------------------------------- DA_Immunities[1] = false; // Physical DA_Immunities[2] = false; // Magic DA_Immunities[3] = false; // Fire DA_Immunities[4] = false; // Lightning DA_Immunities[5] = false; // Cold DA_Immunities[6] = false; // Poison //-------------------------------------------------------------------- // Immunities Combinations // Method: if set to true, will chicken with that immunities# / immunities# combination // DA_ImmunitiesCombo[next number] = new Array(immunities#,immunities#,true/false); //-------------------------------------------------------------------- DA_ImmunitiesCombo[1] = new Array(1,4,true); // Immune to Physical and Immune to Lightning DA_ImmunitiesCombo[2] = new Array(3,5,false); // Immune to Fire and Immune to Cold DA_ImmunitiesCombo[2] = new Array(4,5,false); // Immune to Lightning and Immune to Cold //-------------------------------------------------------------------- // Set each to true to chicken out if a monster has that enchantment. //-------------------------------------------------------------------- DA_Enchantments[1] = false; // Extra Strong DA_Enchantments[2] = false; // Extra Fast DA_Enchantments[3] = false; // Cursed DA_Enchantments[4] = false; // Magic Resistant DA_Enchantments[5] = false; // Fire Enchanted DA_Enchantments[6] = false; // Lightning Enchanted DA_Enchantments[7] = false; // Cold Enchanted DA_Enchantments[8] = false; // Mana Burn DA_Enchantments[9] = false; // Teleportation DA_Enchantments[10] = false; // Spectral Hit DA_Enchantments[11] = false; // Stone Skin DA_Enchantments[12] = false; // Multiple Shot //-------------------------------------------------------------------- // Enchantment Combinations // Method: if set to true, will chicken with that enchantment# / enchantment# combination // DA_EnchantmentsCombos[next number] = new Array(enchantment#,enchantment#,true/false); //-------------------------------------------------------------------- DA_EnchantmentsCombos[1] = new Array(6,12,true); // Multiple Shot LE DA_EnchantmentsCombos[2] = new Array(1,3,false); // Extra Strong Cursed DA_EnchantmentsCombos[3] = new Array(2,8,false); // Extra Fast Mana Burn //-------------------------------------------------------------------- // Set each to true to chicken out if a monster has that aura. //-------------------------------------------------------------------- DA_Auras[1] = false; // Conviction DA_Auras[2] = false; // Might DA_Auras[3] = false; // Holy Fire DA_Auras[4] = false; // Blessed Aim DA_Auras[5] = false; // Holy Freeze DA_Auras[6] = false; // Holy Shock DA_Auras[7] = false; // Fanaticism //-------------------------------------------------------------------- // Enchantment / Aura Combinations // Method: if set to true, will chicken with that enchantment# / aura# combination // DA_EnchantAuraCombos[next number] = new Array(enchantment#,aura#,true/false); //-------------------------------------------------------------------- DA_EnchantAuraCombos[1] = new Array(1,2,false); // Extra Strong Might DA_EnchantAuraCombos[2] = new Array(1,7,true); // Extra Strong Fanaticism DA_EnchantAuraCombos[3] = new Array(2,2,true); // Extra Fast Might DA_EnchantAuraCombos[4] = new Array(2,7,true); // Extra Fast Fanaticism DA_EnchantAuraCombos[5] = new Array(2,5,false); // Extra Fast Holy Freeze DA_EnchantAuraCombos[6] = new Array(6,1,true); // LE Conviction //-------------------------------------------------------------------- // Immunity / Aura Combinations // Method: if set to true, will chicken with that immunity# / aura# combination // DA_ImmunityAuraCombos[next number] = new Array(immunity#,aura#,true/false); //-------------------------------------------------------------------- DA_ImmunityAuraCombos[1] = new Array(5,7,false); // Immune to Cold and Fanaticism DA_ImmunityAuraCombos[2] = new Array(3,2,false); // Immune to Fire and Might DA_ImmunityAuraCombos[3] = new Array(5,2,false); // Immune to Cold and Might
OMG i cant wait! this is totally gonna rock!!
Omg, Omg, Omg !!!
Wow, thanks Cauhtemoc, I had no idea you were the one making this. Looks and sounds great!
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Wow man bot look's great. Your a great help to the gaming community just please try to hurry....IM SO EXCITED
Im sure Cauhtemoc will find a way to make it work for 1.11. :)
I think d2jsp has to figure that out.
Yes, that's up to njaguar and d2jsp to solve. I do hope Bubbafate (the guy who cracked the previos versions of d2jsp) can crack this version too, or else I'll take a crash course in assembly, and have a go at it myself. That would, of course, delay any release.
THX Cauhtemoc, so where and how are we going to get YAMM>? Id help crack it if i could, but i aint worth crap at this stuff:)
P.S. Email, P/M, or post it as soon as its cracked!!
Cauhtemoc,
New YAMM looks great, a combination of the best of XP and YAMB with the functions optimized like they should have been a long time ago. Considering the amount of customizations I have in my 9.5.9, this version would be worth upgrading to... not really satisfied with YAMBnet yet.
One comment/suggestion. During the attack routine, could we have an option so the bot attacks the highest level monster first. i.e. the boss, then the minions. On Baal runs, it would kill the boss so he quits respawning his minions...
Anyway, THANKS!!!!! can't wait...
Bre
:)
What happened to YAMB for BotNET? I was really hoping for that. Also, will this version of YAMM make it easier to switch from the NJIP to snagit thing instead? Because (to me at least, mainly because I never looked at it) NJIP is harder to configure.
YAMBnet is still in development, but probably not out of alpha testing yet. Had I not caught this thread, I would be alpha testing YAMBnet once bot.net is updated.
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