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MM.Bot How to Sequence
#1
=========================
Dynafrom's Guide on How to Sequence
=========================

First look for this:

Quote:;==============================================================================
; LITTLE CHAIN LIGHNING SORCERESS FOR DOUBLE ELDRITCH+PINDLE RUNS BUILT:
; Sorceress level 80 full lightning synergies, 1 in warmth & Frozen Armor:
; 1/3 Vitality & 2/3 energy & dexterity for 75% block with the WISTAN set shield.
; Advices for items:
; - Have at least 65% fast cast and 75% block with the WISTAN set shield
; - You can also go for No dex and use unique grim shield Lidless wall...
; - Try to have at least max resistances in lightning.
; - Mana charms can be required if you got very low items.
; - For the rest you are free to apply tal armor/amu/belt, shako, wizzard spike.
; MERC: is unique Tiara, Ethereal Shaft, Ethereal reaper Toll Tresher + Shael. But
; you can try more cheap : VampireGaz + Duriel shell + Reaper Toll Tresher...
; Note: if you have a low cast rate (less than 65% or 105%), try to increase
; the WEOT(delay). In any case read the REFERENCE.txt in \Documents.
;
; KEYBOARD KEYS:
; f7 -> Frozen Armor
; f8 -> Mana Shield
; f6 -> telekinesis
; f3 -> Teleport
; f2 -> Chain Lighting
; f1 -> Lighting
;
; NOTE: I added random wait delays in game, you can remove them.
; These delays are commented. Read below.
;
;==============================================================================

Now, edit this to what your sorc is:

Quote:; KEYBOARD KEYS:
; f7 -> Frozen Armor
; f8 -> Mana Shield
; f6 -> telekinesis
; f3 -> Teleport
; f2 -> Chain Lighting
; f1 -> Lighting


If your a different type of sorc, go to \mm.bot.5.36\Documents\Sequencing\Examples
And find the sorceress your using.

Heres an example of what my sequence would look like:

Quote:;======================== Pre cast =======================

[CLSorcPreCast]
SEQ1 = SR(500,800) ; => This delay is in town, before going to attack eldrtich <=
SEQ2 = K(f7)
SEQ3 = S(100)
SEQ4 = RC(360,200)
SEQ5 = S(300)
SEQ6 = K(f8)
SEQ7 = S(100)
SEQ8 = RC(360,200)
SEQ9 = S(350)
SEQ10 = EXIT

;======================== Go to Eldritch =======================

[CLSorcGoToEldritch]
SEQ1 = S(50)
SEQ2 = K(f3)
SEQ3 = S(100)
SEQ4 = BRC(155,-60)
SEQ5 = WEOT(1200)
SEQ6 = CLM
SEQ7 = CMLM
SEQ8 = BRC(70,-330)
SEQ9 = WEOT(1200)
SEQ10 = CLM
SEQ11 = CMLM
SEQ12 = K(f1)
SEQ13 = EXIT

;======================== Eldritch "blind" Light Attack =======================

[CLSorcAttack1Eldritch]
SEQ1 = K(f1)
SEQ2 = S(100)
SEQ3 = RCD(450,50)
SEQ4 = S(200)
SEQ5 = CLM
SEQ6 = CMLM
SEQ7 = CTOE

;======================== Eldritch Chain-Light Attack =======================

[CLSorcAttack2Eldritch]
SEQ1 = K(f2)
SEQ2 = S(100)
SEQ3 = RCD(MFOC,OUT)
SEQ4 = S(200)
SEQ5 = CLM
SEQ6 = CMLM
SEQ7 = CMDO
SEQ8 = CTOE

;======================== Eldritch Pickit =======================

[CLSorcEldritchPickit]
SEQ1 = S(300)
SEQ2 = K(f3)
SEQ3 = S(100)
SEQ4 = RC(440, 140)
SEQ5 = WEOT(1200)
SEQ6 = CLM
SEQ7 = CMLM
SEQ8 = S(300)
SEQ9 = PICKIT(600)
SEQ10 = S(100)
SEQ11 = EXIT

;======================== Go to Anya TP =======================

[CLSorcEldritchGoToAnyaTP]
SEQ1 = RC(430, 510)
SEQ2 = WEOT(1200)
SEQ3 = CLM
SEQ4 = CMLM
SEQ5 = RC(430, 510)
SEQ6 = WEOT(1200)
SEQ7 = CLM
SEQ8 = CMLM
SEQ9 = RC(430, 510)
SEQ10 = WEOT(1200)
SEQ11 = CLM
SEQ12 = CMLM
SEQ13 = K(f6)
SEQ14 = S(200)
SEQ15 = BRC(125, 170)
SEQ16 = S(600)
SEQ17 = CLM
SEQ18 = S(600)
SEQ19 = LC(115, 160)
SEQ20 = SR(500,800) ; => This delay is in town, before going to pindle <=
SEQ21 = PTPT
SEQ22 = EXIT

;======================== Go to Pindle =======================

[CLSorcGoToPindle]
SEQ1 = S(50)
SEQ2 = K(F3)
SEQ3 = S(100)
SEQ4 = BRC(400,-310)
SEQ5 = WEOT(1200)
SEQ6 = RC(735,35)
SEQ7 = WEOT(1200)
SEQ8 = BRC(600,-30)
SEQ9 = WEOT(1200)
SEQ10 = K(f1)
SEQ11 = EXIT

;======================== Pindle "blind" Light Attack. =======================

[CLSorcAttack1Pindle]
SEQ1 = K(f1)
SEQ2 = S(100)
SEQ3 = BRCD(285,-13)
SEQ4 = S(200)
SEQ5 = CLM
SEQ6 = CMLM
SEQ7 = CMDI
SEQ8 = CTOE

;======================== Pindle Chain-Light Attack =======================

[CLSorcAttack2Pindle]
SEQ1 = S(100)
SEQ2 = RCD(MFOC,IN)
SEQ3 = S(200)
SEQ4 = CLM
SEQ5 = CMLM
SEQ6 = CMDI
SEQ7 = CTOE

;======================== Pindle Pickit =======================

[CLSorcPindlePickit]
SEQ1 = S(300)
SEQ2 = K(f3)
SEQ3 = S(100)
SEQ4 = BRC(60,90)
SEQ5 = WEOT(1200)
SEQ6 = CLO
SEQ7 = CMLM
SEQ8 = S(300)
SEQ9 = PICKIT(600)
SEQ10 = S(100)
SEQ11 = EXIT

Guide for 5.36 STOLEN from the MANUAL Tongue

This document explain how sequences works and relate all their commands.
Use Tools\mm.RBlocks.exe to get absolute & relative to block coordinates.
Launch mm.BOT in <SEQ> mode to test or built your own sequences easily.
The bot will read the \Config\mm.BOT.Sequences.ini file, it's in this file where
you will paste your sequence.


What is a sequence ?
A sequence is a linear suit of intructions/commands for your bot.
This bot will use multiples sequences to define precast, go to monsters,
attack monsters, return back, pickit...etc... These sequences will be
executed in the order you specify them. A sequence will look like this:


[TheNameOfTheSequence]
SEQ1 = first Command
SEQ2 = second Command
SEQ3 = Third Command
etc....


What is a command ?

An instruction/command is the elementary action used in sequence: RC(10,10)
for example means a Right Click at coordinates 10,10 in diablo 2 window.
Another example is CML that is Check Mana & Life: check life/mana eventually
will drink and if not more potion return emergency message to exit game.


[ExampleSequence]
SEQ1 = RC(10,10) => do a right click at 10,10 in d2 screen
SEQ2 = CML => check mana & life


Sequences that will LOOP or NO-LOOP.

A sequence can be executed 1 time with a clear "start" and "end" by setting
the timeout of the sequence at 0.
This will give:
[SequenceName]
SEQ1 = -a command-
SEQ2 = -another command-
.......
SEQx = EXIT => and go to next sequence. this is a NO-LOOP sequence.


On the other hand you can create a "LOOP" sequence that will be executed
multiples times: for this specify a timeout > 0 in the main of sequences.
the loop sequences are usually used for attacks part that is repetitive
and got some "exit and go to next sequence conditions":
[SequenceName]
SEQ1 = -a command-
SEQ2 = -another command-
....
SEQ6 = -Condition command 1 to exit- (example: timeout)
SEQx = -Condition command 2 to exit- (example check if all monsters are dead)
=> at this point if no condition is respected the sequence restart at SEQ1.
and continue to loop until 1 condition is respected.


How sequences are linked each others?

First you must know how a sequence will be terminated to start the next one
In Sequence we have 3 choices that will make the sequence exiting.
1. Normal EXIT command in no-loop sequences, simply ending your sequence
with EXIT and the next sequence will be executed.
2. Conditional exiting, concern loop sequences; because they make infinite
loop we need some condition to make them exiting: this condition can be
- CTOE (Check TimeOut Ending) that means the sequence will exit if a
specified amount of time is reached, simply.
- CMDI (Check Monsters Death Inside) that means the sequence will exit
if all monsters are dead (used in attack....)
- Others command are available.
3. The fast exit required. This is more than a simple exit and to go
next sequence: if the mana/life is low and no more potions the CML command
will make the whole bot exiting the game. Same thing is possible with
CMLM (check merc life check; if merc near dead or dead, fast exit of game.)


How all this is managed ?

To list all these commands we got a MAIN sequence, this is a special list
of all sequences that will be executed, their timeout, and extra info
about WP/TP and precast: Example:


[MAIN] => The MAIN always have the name [MAIN] This is the "Main sequence"
Sequence_0 = CLSorcPreCast,0 => The sequence Zero is the precast and will be executed in town.
Start_Point = A5WP => Or A5ATP : Specify if the bot start at act5 WP or Anya Tp
Sequence_1 = CLSorcGoToEldritch,0 => The timeout 0 mean a NO-LOOP sequence.
Sequence_2 = CLSorcAttack1Eldritch,4000 => This one will loop for 4000ms
Sequence_3 = CLSorcAttack2Eldritch,12000 => more long loop here: 12000ms
Sequence_4 = CLSorcEldritchPickit,0
Sequence_5 = CLSorcEldritchGoToAnyaTP,0
Sequence_6 = CLSorcGoToPindle,0 => Etc...
Sequence_7 = CLSorcAttack1Pindle,4000
Sequence_8 = CLSorcAttack2Pindle,12000
Sequence_9 = CLSorcPindlePickit,0


And under that, you just have to write your sequences, Respecting the
name of the sequence listed in the MAIN, just adding the "[]"


[CLSorcPreCast]
SEQ1 = command
SEQ2 = another command
SEQ3 = ...etc..
SEQ4 = EXIT => EXIT here because the timeout is 0.


[CLSorcGoToEldritch]
SEQ1 = command
SEQ2 = another command
SEQ3 = ...etc..
SEQ4 = EXIT => EXIT here because the timeout is 0.


[CLSorcAttack1Eldritch]
SEQ1 = command
SEQ2 = another command
SEQ3 = ...etc..
SEQ4 = ...etc.. => Will be a loop for 4000ms (it's specified in the main)
but it can quit BEFORE it, as a nice example: it detect all monsters are dead.
if yes, goto next sequence (pickit usually)


More specifications about sequences in the mm.BOT:

The bot will give you 100 "free" sequences to set. The first is always with a
timeout = 0 and is usually called "pre-cast". Others are "full" sequences.


=> The "Sequence_0"; usually called pre-cast, is executed before entering Wp or
Tp (in town) and is dedicated to cast minions, aura, magic armors...etc..
The sequence_0 is alway done before the "Start_Point" (definition in sequences.ini)


=> Others sequences are done after the "Start_Point". As explained before they
can be "looped" or not. The loop & timeout associated are usually done for pures
attack sequences (cast/click/cast/click...)


BTW you are able to make all runs in the Sequence_1 , but it's hightly recommended to
divide steps as much as possible. Especially when sequence have an error; the bot
will log the error and associated sequence name. All sequences are firstly declared in
the [MAIN] special sequence, that will specify the timeouts. As explained Above.




Let's go ....



LC(x,y) => Simple Left Click.

RC(x,y) => Simple Right Click.

LCD(x,y) => Press DOWN the left mouse button (Not release it).

RCD(x,y) => Press DOWN the right mouse button (Not release it)

BLC (x,y) => Relative to green modified Block Left Click:

A "modified block" is modified picture of the game using the mm.BOT.MOD.
The bot will scan the green block from up to down TO left to right. Once it find it, it
will return "relative" coordinates that are constants coordinates from this block vs mouse position.

To help you:

First launch the Tools\mm.RBlocks.exe utility, it will show absolute mouse coordinates at the
right of splashtext screen, and the left you have the Relative to Block coordinates: thats very
simple: if it found a big green block at screen it will give you coordinates that are relative from
this block.


To test this launch mm.bot and stop it once it launched d2, goto in game, you
will find Big Green blocks. Go down the stairs. Move mouse onto the stash. and
look the RBlocks coordinates. Now move your character a few, keeping the stash
and the block at screen. move mouse onto the stash; the coordinates from mouse
(right of splash screen) have changed, but NOT the relative to block ones.
This provide "no errors"/constants clicks.
=> Greens blocks are always at the same place on map, btw relative to blocks
clicks will ever be at the same place too.

BRC(x,y) => same thing than before, but with right click.


BLCD(x,y) => Press DOWN the left mouse button at the "relative to block"
coordinates specified x and y. This help for continous casting/attacks.


BRCU(x,y) => Press UP the right mouse button at the "relative to block"
coordinates specified x and y.


RCU => RELEASE UP the right mouse button (dont need coordinates...)

LCU => RELEASE UP the left mouse button (dont need coordinates...)

KD(z) => Will press DOWN the "z" Key until you specify KU(z) (Up...)

NOTE: All Pressed down keys are recorded and pressed "UP" at the end of a
sequence: Btw you are allowed to put multiple DOWN keys / clicks in your
loop whitout have to "UP" then at the end. This happen in some case with
caracters that use constantly standstill in their attack AND if the
sequence make multiple loops... This also stabilize the bot against errors.


KU(z) => Will release UP the "z" Key as explained as before.

K(z) => Simple KeyPress of the "z" key (F1, F2, ALT,SHIFT,CTRL,SPACE)
are accepted too. But i recommand strongly to use normal keys.


CLM => Will check Life and Mana amount and eventually drink potions, if no
potions will quickly exit (call this "chicken")


CLO => Will check - Life only -amount and eventually drink potions, if no
potions will quickly exit (call this "chicken")


CMLM => Will check if Merc is alive or not. If dead will exit sequence.
Will try to "chicken" if merc life bar is RED


S(value) => Sleep time in milliseconds: must be set for delayed cast... but can be
astuciously associed with Checks commands that use time... Since these commands
depends of the computer speed you should have to make multiple tests to know the
good sequence sleep time for key presses on your computer.


CMDE or CMDI => Check monster's death and exit sequence if the are all dead.
Applicable with Pindle or Eldritch type monsters INSIDE an area (no light).
This function have been tested and used alot: -extremely- stable one (>99%).


CMDO => Check monster's death and exit sequence if the are all dead.
Applicable with Eldritch or Pindle type monsters OUTSIDE of an area (light).
This function should not be as stable as the CMDI but provide a high ratio (>95%).
Tx to tiC-fireball for Eldrich monsters mod. Shenk Monsters will be done later.


CTOE => Check Time Out of the sequence in millisecond; If time out detected
the bot terminate the sequence.


PICKIT(value) => This command will EXECUTE the Pickit: scan for items pickup;
usually declared in the PostAttackSequence. If you dont specify it, the bot
will not pickit items... You must execute no more than 1 time.
The value is the check life delay WHILE pickit, usually your CLM (ms) delay.


WEOM(Delay) => Will Wait End Of Move of the character, the value in ms is
the same thing than the Char_CheckMoveDelay in mm.BOT.ini.


WEOT(TimeOut) => Will Wait End Of the Teleport, and eventually retry.
Put this command -just- after a click that give a teleport effect.
The timeout in milliseconds must be a bit highter than your teleport
time (usually ~1500 ms for a Sorce, up to ~2000 for low cast character)
NOTE1: the WEOT go 2 parameters in the mm.bot.ini, these control
the delays before starting to check if teleport was done or not and the
scan check speed. Increase them if problems, especially the Mini delay.
NOTE2: If a teleport fail is detected by WEOT the PREVIOUS sequence
command will be executed (if it was a RC or a BRC -only-) and an extra
CheckLife will be done. A maximum of 3 loops will be done in that way.


EXIT => Will exit actual sequence (used for no-loop sequences)

PTPT => Must be called from In Town WP (Arrogath): will automaticly Path To
Nilathak Temple (Pindle Tp) from the WP in town (near the stash...)
Look sequences of \documents and the default sequence to undertand how it's
managed. PTPT is called just after the click onto 'Harrogath' button in WP
menu. Btw you have to make the sequence click (or telekinesis) on the WP
and press the button.


<ClickCommand>(MFOC,<AREA TYPE>) => MFOC: Monster Focus...
When this command is used the cursor is moved on a monster. This
command also include the <click> that will be done on the focused monster.
First you have the choice for 2 monsters focus; INside or OUtside
like the monsters detection if monsters are in an area (Pindle & minions)
or outside (Zombies & Eldritch area).
The <ClickCommand> can be LC, RC, LCD or RCD. Example: RC(MFOC,IN)
will be used to make 1 Right Click against pindle or pindle minions.


SEND (text) => Will send Enter/-The text-/Enter like any diablo2 command.
there is no limit in text/d2 command entered. Some use it to hide items when
they use melee chars with the bot to send /NOPICKUP command (usefull)

SR (<minidelay>,<maxidelay>) will do a sleep with random delay between
the passed mini and maxi delays.


IMPORTANT NOTES:

- Some Sequences can be used for multiple built: example: the path to go to
Pindleskin using teleport is a common model... Dont need to re-write it.
- Sequence start from "SEQ1 =" and must be incremented by 1 at each new line.
- Think sequences loop can be infinite loop if you dont give exit conditions..
- Simples clicks RC/LC with teleport or walk action can varies between comps.
- Delays when check end of move of teleport varies between comps & chars.
- There is a limit of 199 commands per sequence...
- Poison damages can disturb the CMDE command ! dont use with merc/weapons.
with poison damage. Pindle is not concerned due his poison immunity.



COMMENTED SEQUENCE EXAMPLE, THE LIGHTNING SORCE:



;==============================================================================
; KEYBOARD KEYS:
; e -> Frozen Armor
; r -> Mana Shield
; q -> telekinesis
; s -> Teleport
; g -> Chain Lighting

; NOTE: I added random wait delays in game, you can tweak them.
; These delays are commented. Read below.
;
;==============================================================================

; And here the code:

;======================= CL Sorce MAIN =======================

[MAIN]
Sequence_0 = CLSorcPreCast,0 ; Here the pre-cast sequence, not a loop.
Start_Point = A5WP ; The start point: will be the Eldrtich way point.
Sequence_1 = CLSorcGoToEldritch,0 ; Here the sequence to go to Eldritch, not a loop.
Sequence_2 = CLSorcAttackEldritch,22000 ; Chain Light Eldritch attack, loop for 22 seconds
Sequence_3 = CLSorcEldritchPickit,0 ; Eldrtich present...
Sequence_4 = CLSorcEldritchGoToAnyaTP,0 ; Now lets return to town, and get back WP.
Sequence_5 = CLSorcGoToPindle,0 ; From Anya TP go to Pindle.
Sequence_6 = CLSorcAttackPindle,22000 ; Chain Light Pindle Attack, loop for 22 seconds
Sequence_7 = CLSorcPindlePickit,0 ; Pindle present...

;======================== Pre cast =======================

[CLSorcPreCast] ; Sequence name, declared in the [MAIN]
SEQ1 = SR(500,800) ; => This delay is in town, before going to attack eldrtich <=
SEQ2 = K® ; Press mana shield
SEQ3 = S(100) ; Sleep a bit
SEQ4 = RC(360,200) ; Cast mana shield
SEQ5 = S(300) ; Sleep a bit more (cast delay)
SEQ6 = K(e) ; Now, press Frozen Armor... etc...
SEQ7 = S(100)
SEQ8 = RC(360,200)
SEQ9 = S(350)
SEQ10 = EXIT ; End of the sequence; it's a no loop sequence.

;======================== Go to Eldritch =======================

[CLSorcGoToEldritch]
SEQ1 = K(s) ; Press the teleport key
SEQ2 = S(100)
; Sleep a bit
SEQ3 = BRC(155,-60)
; Teleport to these coordinates (based in Green Block presence)
SEQ4 = WEOT(1200)
; Wait end of teleport
SEQ5 = CLM
; Check life and mana
SEQ6 = CMLM
; Check merc life
SEQ7 = BRC(70,-330)
SEQ8 = WEOT(1200)
SEQ9 = CLM
SEQ10 = CMLM
SEQ11 = EXIT


;======================== Eldritch Chain-Light Attack =======================

[CLSorcAttackEldritch]
SEQ1 = K(g)
; Press the Chain Light Skill
SEQ2 = S(100); Wait a bit the skill appears at right click...
SEQ3 = RCD(MFOC,OUT) ; Detecting attack, cast chain light on monsters.
SEQ4 = S(100)
SEQ5 = CLM
SEQ6 = CMLM

SEQ7 = CMDO ; Check if monsters are dead, if yes, will go to next sequence.
SEQ8 = CTOE ; Chech end of time out (defined in MAIN) if override go to next sequence.

;======================== Eldritch Pickit =======================

[CLSorcEldritchPickit]
SEQ1 = S(300)
; Added a delay to ensure a good teleport into pindle area for pickit
SEQ2 = K(s)
; Go back to teleport skill
SEQ3 = S(100)
SEQ4 = RC(440, 140)
; Teleport in Eldrtich monster area
SEQ5 = WEOT(1200)
SEQ6 = CLM
SEQ7 = CMLM
SEQ8 = S(300)
SEQ9 = PICKIT(600)
; Perform a pickit, with check life every 600ms.
SEQ10 = S(100)
SEQ11 = EXIT


;======================== Go to Anya TP =======================

[CLSorcEldritchGoToAnyaTP]
SEQ1 = RC(430, 510)
; Return back to way point.
SEQ2 = WEOT(1200)
SEQ3 = CLM
SEQ4 = CMLM
SEQ5 = RC(430, 510)
SEQ6 = WEOT(1200)
SEQ7 = CLM
SEQ8 = CMLM
SEQ9 = RC(430, 510)
SEQ10 = WEOT(1200)
; Now we have the way point at screen.
SEQ11 = CLM
SEQ12 = CMLM
SEQ13 = K(q)
; Lets press telekinesis Smile
SEQ14 = S(200)
SEQ15 = BRC(125, 170)
; Lets right click telekinesis on the way point Smile
SEQ16 = S(600)
SEQ17 = CLM
; Sequence 16,17,18 give time to way point menu appears...
SEQ18 = S(600)
SEQ19 = LC(115, 160)
; Lets click on "harrogath"
SEQ20 = SR(500,800)
; => This delay is in town, before going to pindle <=
SEQ21 = PTPT
; Now lets put the TPTP command to go to pindle TP
SEQ22 = EXIT


;======================== Go to Pindle =======================

[CLSorcGoToPindle]
SEQ1 = K(s)
SEQ2 = S(100)
SEQ3 = BRC(400,-310)
SEQ4 = WEOT(1200)

SEQ5 = RC(735,35) ; Since no green blocks in the screen this is a simple click.
SEQ6 = WEOT(1200)
SEQ7 = BRC(600,-30)
SEQ8 = WEOT(1200)
SEQ9 = EXIT


;======================== Pindle Chain Light Attack =======================

[CLSorcAttackPindle]
SEQ1 = K(g)
; Press the Chain Light Skill
SEQ2 = S(50); Wait a bit the skill appears at right click...
SEQ3 = RCD(MFOC,IN) ; Detecting attack, cast chain light on monsters.
SEQ4 = S(100)
SEQ5 = CLM
SEQ6 = CMLM

SEQ7 = CMDI ; Check if monsters are dead, if yes, will go to next sequence.
SEQ8 = CTOE ; Chech end of time out (defined in MAIN) if override go to next sequence.


;======================== Pindle Pickit =======================

[CLSorcPindlePickit]
SEQ1 = S(300)
; Added a delay to ensure a good teleport into pindle area for pickit
SEQ2 = K(s)
SEQ3 = S(100)
SEQ4 = BRC(60,90)
SEQ5 = WEOT(1200)

SEQ6 = CLO ; Only need to check life, because we quit game right after the pickit.
SEQ7 = CMLM
SEQ8 = S(300)
SEQ9 = PICKIT(600)
SEQ10 = SR(100, 500)
; Why not a little random delay after pickit...
SEQ11 = EXIT
; The end of sequences; bot will quit the game.


Examples:


Quote:



;== Fireball/Meteor Sorceress ==

; ==============================
; ==Created and tested by Gbud==
;
; ==Tested on MMbot Ver. 5.28 ==
; ==============================


;=========== Skills ===========

; (f1) = FireBall *Left Skill*
; (f6) = Frozen Armor
; (a) = Teleport
; (d) = Static Field
; (s) = Telekinesis
; (f) = Meteor
; (g) = Standstill

;==============================


;=========== MAIN =============

[MAIN]
Sequence_0 = Precast,0
Start_Point = A5WP
Sequence_1 = GoToEld,0
Sequence_2 = KillEld,8000
Sequence_3 = LootEld,0
Sequence_4 = ToTown,0
Sequence_5 = ToPindle,0
Sequence_6 = KillPindle,8000
Sequence_7 = LootPindle,0

;==============================


;========== Precast ===========

[Precast]
SEQ1 = K(f6)
SEQ2 = S(50)
SEQ3 = RC(300,200)
SEQ4 = S(400)
SEQ5 = EXIT

;==============================


;========== GoToEld ===========

[GoToEld]
SEQ1 = K(a)
SEQ2 = S(50)
SEQ3 = BRC(25,-46)
SEQ4 = WEOT(1200)
SEQ5 = BRC(30,-273)
SEQ6 = WEOT(1200)
SEQ7 = CLM
SEQ8 = K(f)
SEQ9 = S(50)
SEQ10 = RC(478,59)
SEQ11 = S(1500)
SEQ12 = CLM
SEQ13 = RC(450,200)
SEQ14 = S(200)
SEQ15 = CLM
SEQ16 = EXIT

;==============================


;========== KillEld ===========

[KillEld]
SEQ1 = CLM
SEQ2 = KD(g)
SEQ3 = S(50)
SEQ4 = LCD(MFOC,OUT)
SEQ5 = S(50)
SEQ6 = CMDO
SEQ7 = CTOE

;==============================


;========== LootEld ===========

[LootEld]
SEQ1 = S(200)
SEQ2 = PICKIT(600)
SEQ3 = S(300)
SEQ4 = CMLM
SEQ5 = EXIT

;==============================


;========== ToTown ============

[ToTown]
SEQ1 = K(a)
SEQ2 = S(50)
SEQ3 = RC(275,515)
SEQ4 = WEOT(1200)
SEQ5 = RC(550,550)
SEQ6 = WEOT(1200)
SEQ7 = K(s)
SEQ8 = S(50)
SEQ9 = BRC(169,182)
SEQ10 = S(500)
SEQ11 = LC(117,158)
SEQ12 = S(1000)
SEQ13 = PTPT
SEQ14 = EXIT

;==============================


;========== ToPindle ==========

[ToPindle]
SEQ1 = K(a)
SEQ2 = S(50)
SEQ3 = BRC(280,-300)
SEQ4 = WEOT(1200)
SEQ5 = RC(780,50)
SEQ6 = WEOT(1200)
SEQ7 = RC(785,130)
SEQ8 = WEOT(1200)
SEQ9 = CLO
SEQ10 = K(f)
SEQ11 = S(50)
SEQ12 = BRC(80,80)
SEQ13 = S(1500)
SEQ14 = BRC(80,80)
SEQ15 = S(50)
SEQ16 = EXIT

;==============================


;========== KillPindle ========

[KillPindle]
SEQ1 = CLM
SEQ2 = CMLM
SEQ3 = KD(g)
SEQ4 = S(50)
SEQ5 = LCD(MFOC,IN)
SEQ6 = S(50)
SEQ7 = CMDI
SEQ8 = CTOE

;==============================


;========== LootPindle ========

[LootPindle]
SEQ1 = K(a)
SEQ2 = S(50)
SEQ3 = BRC(80,80)
SEQ4 = WEOT(1200)
SEQ5 = CLM
SEQ6 = S(200)
SEQ7 = PICKIT(600)
SEQ8 = S(300)
SEQ9 = EXIT

;==============================






###############################################################################
###############################################################################
###############################################################################




Sorceress-Hydra


;==============================================================================
;Gbuds Hydra/FireBall Sequence for killing ELDRITCH + PINDLE
;Release for version 5.27b

;=============== SKILLS ================

; (F1) = Fire Ball
; (F2) = Static Field
; (F3) = Glacial Spike
; (F4) = Hydra
; (F5) = Teleport
; (F6) = Enchant
; (F7) = Telekinesis

;=======================================

;==========================> Hydra/FireBall Sequence MAIN
[MAIN]
Sequence_0 = PlebePreCast,0
Start_Point = A5WP
Sequence_1 = PlebeToEld,0
Sequence_2 = PlebeVsEld,3000
Sequence_3 = PlebePostEld,0
Sequence_4 = PlebeToTown,0
Sequence_5 = PlebeToPindle,0
Sequence_6 = PlebeKillsPindle,5000
Sequence_7 = PlebePostPindle,0

;==========================> Hydra/FireBall vs Eldritch Pre Cast
[PlebePreCast]
SEQ1 = EXIT

;=======================> Hydra/FireBall Travels to Eldritch
[PlebeToEld]
SEQ1 = K(f5)
SEQ2 = S(50)
SEQ3 = BRC(46,-56)
SEQ4 = WEOT(1200)
SEQ5 = K(f4)
SEQ6 = S(50)
SEQ7 = RC(500,60)
SEQ8 = S(2500)
SEQ9 = RC(400,60)
SEQ10 = S(2500)
SEQ11 = RC(300,60)
SEQ12 = S(1500)
SEQ13 = CLM
SEQ14 = S(100)
SEQ15 = K(f5)
SEQ16 = S(50)
SEQ17 = RC(400,60)
SEQ18 = WEOT(1200)
SEQ19 = K(f4)
SEQ20 = S(50)
SEQ21 = RC(300,100)
SEQ22 = S(2500)
SEQ23 = CLM
SEQ24 = RC(600,100)
SEQ25 = S(2500)
SEQ26 = CLM
SEQ27 = K(f5)
SEQ28 = S(50)
SEQ29 = RC(450,150)
SEQ30 = WEOT(1200)
SEQ31 = CLM
SEQ32 = EXIT

;==========================> Hydra/FireBall Kills Eldritch
[PlebeVsEld]
SEQ1 = KD(f)
SEQ2 = S(50)
SEQ3 = LCD(MFOC,OUT)
SEQ4 = S(100)
SEQ5 = CLM
SEQ6 = CMDO
SEQ7 = CTOE

;========================> Hydra/FireBall Loots the Corpse
[PlebePostEld]
SEQ1 = S(200)
SEQ2 = PICKIT(400)
SEQ3 = S(400)
SEQ4 = EXIT

;=========================> Hydra/FireBall Travels to Town
[PlebeToTown]
SEQ1 = K(f5)
SEQ2 = S(50)
SEQ3 = RC(275,515)
SEQ4 = WEOT(1200)
SEQ5 = RC(550,550)
SEQ6 = WEOT(1200)
SEQ7 = K(f7)
SEQ8 = S(50)
SEQ9 = BRC(169,182)
SEQ10 = S(500)
SEQ11 = LC(117,158)
SEQ12 = S(1000)
SEQ13 = PTPT
SEQ14 = EXIT

;========================> Hydra/FireBall Charges Pindle
[PlebeToPindle]
SEQ1 = K(f5)
SEQ2 = S(50)
SEQ3 = BRC(280,-300)
SEQ4 = WEOT(1200)
SEQ5 = RC(780,50)
SEQ6 = WEOT(1200)
SEQ7 = RC(775,90)
SEQ8 = WEOT(1200)
SEQ9 = CLM
SEQ10 = K(f4)
SEQ11 = S(50)
SEQ12 = BRC(80,80)
SEQ13 = S(200)
SEQ14 = CLM
SEQ15 = EXIT

;========================> Hydra/FireBall Destroys Pindle
[PlebeKillsPindle]
SEQ1 = KD(f)
SEQ2 = S(50)
SEQ3 = LCD(MFOC,IN)
SEQ4 = S(100)
SEQ5 = CLM
SEQ6 = CMDI
SEQ7 = CTOE

;========================> Hydra/FireBall Loots Corpse
[PlebePostPindle]
SEQ1 = K(f5)
SEQ2 = S(200)
SEQ3 = BRC(80,80)
SEQ4 = WEOT(1200)
SEQ5 = CLM
SEQ6 = S(100)
SEQ7 = PICKIT(400)
SEQ8 = S(400)
SEQ9 = EXIT

;===============================================================






###############################################################################
###############################################################################
###############################################################################


Sorceress-Light

;=============== Light Sorc =================

;Gbuds LightninGLight for Eldritch and Pindle
;MMbot release ver. 5.28

;========== SKILLS ===========

; (f1) = Teleport
; (f2) = Thunderstorm
; (f3) = Frozen Armor
; (f4) = Energy Shield
; (f5) = Lighting
; (f6) = Static
; (f7) = Chain Lighting
; (f8) = Telekinesis

;=============================

;========= Light Sorc Main =================

[MAIN]
Sequence_0 = GLightPreCast,0
Start_Point = A5WP
Sequence_1 = GLightTeleEld,0
Sequence_2 = GLightChainE,0
Sequence_3 = GLightLight,10000
Sequence_4 = GLightPostEld,0
Sequence_5 = GLightBack,0
Sequence_6 = GLightOutTown,0
Sequence_7 = GLightPindleKill,10000
Sequence_8 = GLightPindleEnd,0

;========= Light Sorc pre-cast =============

[GLightPreCast]
SEQ1 = K(f4)
SEQ2 = S(50)
SEQ3 = RC(300,200)
SEQ4 = S(400)
SEQ5 = K(f3)
SEQ6 = S(50)
SEQ7 = RC(300,200)
SEQ8 = S(400)
SEQ9 = EXIT


;========= Light Sorc Go to Eldritch =======

[GLightTeleEld]
SEQ1 = K(f2)
SEQ2 = S(50)
SEQ3 = RC(500,200)
SEQ4 = S(200)
SEQ5 = K(f1)
SEQ6 = S(50)
SEQ7 = BRC(56,-57)
SEQ8 = WEOT(1200)
SEQ9 = BRC(0,-290)
SEQ10 = WEOT(1200)
SEQ11 = EXIT


;========= Light Sorc Chain Attack =========

[GLightChainE]
SEQ1 = S(100)
SEQ2 = CMLM
SEQ3 = K(f7)
SEQ4 = S(100)
SEQ5 = RC(500,150)
SEQ6 = S(500)
SEQ7 = RC(550,150)
SEQ8 = S(100)
SEQ9 = K(f5)
SEQ10 = S(50)
SEQ11 = EXIT


;========= Light Sorc Focused Light ========

[GLightLight]
SEQ1 = CLM
SEQ2 = CMLM
SEQ3 = RCD(MFOC,OUT)
SEQ4 = S(100)
SEQ5 = CMDO
SEQ6 = CTOE


;========= Light Sorc Loot Eldritch ========

[GLightPostEld]
SEQ1 = S(100)
SEQ2 = PICKIT(500)
SEQ3 = S(200)
SEQ4 = EXIT


;========= Light Sorc Go to Town ===========

[GLightBack]
SEQ1 = K(f1)
SEQ2 = S(50)
SEQ3 = RC(275,515)
SEQ4 = WEOT(1200)
SEQ5 = RC(550,550)
SEQ6 = WEOT(1200)
SEQ7 = K(f8)
SEQ8 = S(50)
SEQ9 = BRC(169,182)
SEQ10 = S(500)
SEQ11 = LC(117,158)
SEQ12 = S(1000)
SEQ13 = PTPT
SEQ14 = EXIT


;========= Light Sorc Go to pindle =========

[GLightOutTown]
SEQ1 = S(100)
SEQ2 = K(f1)
SEQ3 = S(50)
SEQ4 = BRC(380,-295)
SEQ5 = WEOT(1200)
SEQ6 = RC(696,64)
SEQ7 = WEOT(1200)
SEQ8 = RC(749,119)
SEQ9 = WEOT(1200)
SEQ10 = CLM
SEQ11 = K(f5)
SEQ12 = S(50)
SEQ13 = EXIT


;========= Light Sorc Pindle Attack ========

[GLightPindleKill]
SEQ1 = RCD(MFOC,IN)
SEQ2 = S(100)
SEQ3 = CLM
SEQ4 = CMLM
SEQ5 = CMDI
SEQ6 = CTOE


;========= Light Sorc Post Pindle ==========

[GLightPindleEnd]
SEQ1 = S(50)
SEQ2 = K(f1)
SEQ3 = S(50)
SEQ4 = BRC(60,90)
SEQ5 = WEOT(1500)
SEQ6 = PICKIT(600)
SEQ7 = S(500)
SEQ8 = EXIT


;===========================================





###############################################################################
###############################################################################
###############################################################################





;==============================================================================
;lvl 82(start) now 85
;tranzduuzer's fo/static sorc (based on Gbud's sequence)
;run on AthlonXP 2000+ @1.7 GHz w/ 512 DDR - radeon9600
; using win2k Pro.
;str = 115
;dex = 81
;vit = 312(more now)
;en = 47
;equip:
;shako
;tal armor
;frostburn
;wizzy(hel)
;lidless
;glooms
;manald
;resist ring and ammy
;resist/frw boots
; merc:a5
; shaft/tal mask/vile husk
;12 yrd static with with max fo/syn/coldmast. 426-448 damage
;
;keyboard keys:
;z = frozen armor
;x = mana shield
;a = teleport
;d = static
;f = fo
;s = glacial spike
;===============================================================================

;=======================
[MAIN]
Sequence_0 = ORBSorcyPreCast,0
Start_Point = A5ATP
Sequence_1 = ORBSorcyOutTown,0
Sequence_2 = ORBSORCYSPINDLE, 5500
Sequence_3 = ORBSorcyPindle,6000
Sequence_4 = ORBSorcyPindleEnd,0

;======================== ORB Sorc vs Pindle pre-cast ===================
[ORBSorcyPreCast]
SEQ1 = K(x) ; manashield
SEQ2 = S(50)
SEQ3 = RC(400,300)
SEQ4 = S(200)
SEQ5 = K(z) ; frozen armor
SEQ6 = S(50)
SEQ7 = RC(400,300)
SEQ8 = S(200)
SEQ9 = EXIT
;===================== ORB Sorc vs Pindle Go to pindle ==================
[ORBSorcyOutTown]
SEQ1 = K(a) ; teleport
SEQ2 = S(50)
SEQ3 = BRC(280,-300)
SEQ4 = WEOT(1800)
SEQ5 = RC(780,50)
SEQ6 = WEOT(1800)
SEQ7 = BRC(480,-40)
SEQ8 = WEOT(1800)
SEQ9 = EXIT


;===================== ORB Sorc Static pindle ===========================
[ORBSORCYSPINDLE]
SEQ1 = K(S) ;SPIKE
SEQ2 = S(50)
SEQ3 = BRC(230,50)
SEQ4 = S(500)
SEQ5 = K(D) ;STATIC
SEQ6 = S(50)
SEQ7 = BRC(230, 50)
SEQ8 = S(550)
SEQ9 = CTOE


;===================== ORB Sorc vs Pindle Attack ========================
[ORBSorcyPindle]
SEQ1 = K(F) ; ORB
SEQ2 = S(50)
SEQ3 = BRC(230,50)
SEQ4 = S(1400)
SEQ5 = CLM
SEQ6 = S(50)
SEQ7 = CMLM
SEQ8 = S(50)
SEQ9 = CMDI
SEQ10 = S(50)
SEQ11 = CTOE
SEQ12 = S(50)

;================== ORB Sorc vs Pindle Post Attack ======================
[ORBSorcyPindleEnd]
SEQ1 = S(50)
SEQ2 = K(a) ;tele
SEQ3 = S(50)
SEQ4 = BRC(60, 90)
SEQ5 = S(1500)
SEQ6 = PICKIT(600)
SEQ7 = S(500)
SEQ8 = EXIT
;==============================================================================




###############################################################################
###############################################################################
###############################################################################



Blizzard Sorceress
Author - Neverwhere

;=========================================================
; Neverwhere Blizzard Sorceress (Level 84)

; Base Stats (top to bottom):
; 100, 65, 175, 160

; Equipment as follows:
; Ptopazed Shako, Ptopazed Tal Armor, Tal ammy, Tal belt
; War Travs (49), 2x Naeg (29), Ali Baba (2x ists),
; Rhyme Shield, Gheeds,3x 7% mf small charms

; Mercinary:
; Level 84 Act 2 Nightmare Defensive (Freezing Aura)
; Etheral Bonehew Ogre Axe (Shael and Amn),
; Duriel's Shell, Crown of Thieves

; Key Setup:
; F1: Glacier Spike
; F2: Blizzard
; F3: Static Field (not used)
; F4: Teleport
; F5: Freezing Armor
;======================

;========================> Blizz Sorce MAIN
[MAIN]
Sequence_0 = BlizSorcPreCast,0
Start_Point = A5ATP
Sequence_1 = BlizSorcOutTown,0
Sequence_2 = BlizSorcPindle,13000
Sequence_3 = BlizSorcPindleEnd,0

;========================> Blizz Sorc pre-cast
[BlizSorcPreCast]
SEQ1 = K(F5)
SEQ2 = S(300)
SEQ3 = RC(400,300)
SEQ4 = S(300)
SEQ5 = EXIT

;=====================> Blizz Sorc to pindle
[BlizSorcOutTown]
SEQ1 = S(100)
SEQ2 = K(F4)
SEQ3 = S(100)
SEQ4 = BRC(280,-300)
SEQ5 = WEOT(1800)
SEQ6 = RC(780,50)
SEQ7 = WEOT(1800)
SEQ8 = BRC(480,-40)
SEQ9 = WEOT(1800)
SEQ10 = EXIT

;=====================> Blizz Sorc Pindle Attack
[BlizSorcPindle]
SEQ1 = K(F2)
SEQ2 = S(200)
SEQ3 = RC(630,230)
SEQ4 = S(200)
SEQ5 = CLM
SEQ6 = CMDI
SEQ7 = K(F1)
SEQ8 = S(200)
SEQ9 = RCD(630,230)
SEQ10 = S(200)
SEQ11 = CLM
SEQ12 = CMDI
SEQ13 = S(500)
SEQ14 = CLM
SEQ15 = S(500)
SEQ16 = CLM
SEQ17 = RCU
SEQ18 = S(200)
SEQ19 = CMDI
SEQ20 = CTOE

;==================> Blizz Sorc Tele and Pickit
[BlizSorcPindleEnd]
SEQ1 = K(F4)
SEQ2 = S(100)
SEQ3 = BRC(120,60)
SEQ4 = WEOT(1800)
SEQ5 = CLM
SEQ6 = S(500)
SEQ7 = PICKIT(500)
SEQ8 = S(500)
SEQ9 = EXIT
;=========================================================







###############################################################################
###############################################################################
###############################################################################</pre>

Business & Computer Science major
Reply
#2
ok, mm.bot.536 was released.
It also include a more detailled sequence in the default sequences.ini (you should put it).
Reply
#3
lol can u even still get the mmbot?
Live, Learn, then STFU.
[SIGPIC][/SIGPIC]
I am Jack's smirking revenge.
Reply
#4
Siris Wrote:lol can u even still get the mmbot?

explain please (im a bit stupid human bot...) or you talk to Dynafrom ?
Reply
#5
This is just a guide for RETARDS who can't see that theres a manual Tongue
Business & Computer Science major
Reply
#6
hmmm rofl
btw i released the 5.37 ^^

2005.08.26 version 5.37
Compiled in new Autoit v3.1.1 (http://www.autoitscript.com/autoit3/)
Changed process priority from normal to high (increase alot whole bot speed)
Fixed "cannot found D2 or Compiler" errors using properly trailing backslashes
Removed D2 path registry search, user will have to specify his D2 Path now.
Reply
#7
Isn't the safety of this bot still in question?
Reply
#8
what does all that stuff mean????i am a complete idiot when it comes to computors.

how the hell do i get mmbot???you just wrote how it works or to sequence it or w/e...???
Reply
#9
dudes this is to hard for a human been
god dame
:mad:
Reply
#10
sorry if its in there somewhere already... but where can you download the mmbot and does anyone know if its completly safe at the moment?
Reply
#11
its safe dont worry
Reply
#12
yes i can tell you too its save my bot runs every day 8h at release and it cant be detect !!!
Reply
#13
btw the old sequences are no longer compatible with the new ones... i will put a new sticky about this..
Reply
#14
man if someon would put a windy druid sequence for the latest version bot i will love them forever
Reply


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