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Merci de lire et appliquer les rêgles du forum sous peine de vous voir sanctionner.

ICI

Tous membres qui n'aura posté aucune présentation digne du rêglement en vigueur se verront refuser l'acces du forum.

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 Comment annoncer les next game dans D2NT

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As_Papaye


As_Papaye


Messages : 1144

Comment annoncer les next game dans D2NT _
MessageSujet: Comment annoncer les next game dans D2NT   Comment annoncer les next game dans D2NT Icon_minitimeJeu 21 Oct - 19:22


SOURCE BLIZZHACKERS

Voici le code Very Happy



var gameMinLength = 120000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)
var unableToConnectRetry = 5; // time in minutes to retry connecting on connection fail (real value is +/- 1 min)
var realmDownRetry = 300; // time in minutes to retry connecting on a realm down (default is 300 minutes)
var disconnectedRetry = 5; // time in minutes to retry on a disconnection (usually ip ban related)
var cdkeyInUseRetry = 5; // time in minutes to retry on a cdkey in use error message (set to 0 to stop)
var connectingToBnetTimeout = 20000; // time in milliseconds to wait for a login to time out and click cancel and retry
var characterScreenTimeout = 10000; // time in milliseconds to wait for character screen to appear
var pleaseWaitTimeout = 10000; // time in milliseconds to wait for a please wait popup
var createGameThreshold = 15000; // time in milliseconds to wait between making games
var createGameThresholdRandom = 5000; // time in milliseconds to randomly add +/- to the game create time
var createGameTimeout = 15000; // time in milliseconds to register a failed to create game
var waitInLineTimeout = 60000; // time in milliseconds to wait in lines for a create game (60 second default)
var characterSelectDelay = 1000; // time in milliseconds to wait before selecting a character on the char screen
var loginDelay = 1000; // time in milliseconds to wait before submitting login information
var clickDelay = 1000; // wait X milliseconds before next action after a click event
var textDelay = 1000; // wait X milliseconds before next action after inserting text into a textbox
var clickDelayRandom = 500; // random amount of time to add to a click
var textDelayRandom = 500; // random amount of time to add to a text set
var gameDoesNotExistDelayMin = 600000; // how long to wait when a Game Does Not Exist occurs - minimum - default 10 minutes
var gameDoesNotExistDelayMax = 900000; // how long to wait when a Game Does Not Exist occurs - maximum - default 15 minutes
var gameDoesNotExistTimeout = 30000; // how long to wait for the dialog to disappear (default 30 seconds, don't change this)
var joinChatAfterLogin = true; // join chat after login
var joinRandomChannel = false; // if this is true, will join a random channel, otherwise it will use the channel below..
var joinChannelInChat = "op pkbaal"; // leave blank not to join a private channel
var channelLogin = true; // type ".login" once after joining the channel
var channelUsers = new Array(); // dynamic array that holds channel users
//---------------------------------------------------------------------------------------------------------------------------------------------------------
channelUsers.push("Account name");
channelUsers.push("Character name");
//----------------------------------------------------------------------------------------------------------------------------------------------------------
//These key expressions are replaced that way: %game --> "gamename-",%counter --> number of the next game, %time --> time in seconds till game creation, %password --> game password
//Note that the announcement will start after the first run, so there won't be any anncouncement right after login
var gameAnnouncement = "%game%counter in %time seconds."; // leave blank not to post a channel announcement
var gameAnnouncementDelay = 5500; // wait X milliseconds before posting the announcement message (don't set this too low!)
var gameAnnouncementDelayRandom = 500; // random amount of time to add to a to the announcement delay
//----------------------------------------------------------------------------------------------------------------------------------------------------------
var waitBeforeEnterChatMin = 1000; // min how long to wait before entering chat
var waitBeforeEnterChatMax = 2000; // max how long to wait before entering chat
var waitInChatBeforeActionsMin = 2000; // min how long to wait before joining channel
var waitInChatBeforeActionsMax = 3000; // max how long to wait before joining channel

// DONT EDIT ANYTHING BELOW THIS

// D2NT Manager Command
const D2NT_MGR_LOADING = 1;
const D2NT_MGR_READY = 2;
const D2NT_MGR_LOGIN = 3;
const D2NT_MGR_CREATE_GAME = 4;
const D2NT_MGR_INGAME = 5;
const D2NT_MGR_RESTART = 6;
const D2NT_MGR_CHICKEN = 7;
const D2NT_MGR_PRINT_STATUS = 8;
const D2NT_MGR_PRINT_LOG = 9;

var lastGameMade = GetTickCount();
var lastGameStatus = 0;
var nextGameMake = 0;
var inGameAt = 0;
var chatActionsDone = false;
var lastGameFailed = false;
var joinedChannel = false;
var justJoined = true;

Include("libs/controlInfo.ntl");

var controlData = new controlInfo();

function NTMain()
{
Delay(1000);

var _ingame = false;

controlData.clickDelay = clickDelay;
controlData.textDelay = textDelay;
controlData.clickDelayRandom = clickDelayRandom;
controlData.textDelayRandom = textDelayRandom;

while(1)
{
if(me.ingame)
{
if(!inGameAt)
inGameAt = GetTickCount();

if(!_ingame)
{
RunGC(); // run garbage collector between each game

if(Load("NTBot/NTBotGame.ntj"))
{
_ingame = true;

if(me.playtype > 0)
sendEventToOOG(D2NT_MGR_INGAME, "In Game [IP:" + me.gameserverip.split(".")[3] + "]", 0);
else
sendEventToOOG(D2NT_MGR_INGAME, "In Game", 0);
lastGameStatus = 2; // in game successful
}
}

Delay(1000);
}
else
{
if(_ingame)
{
_ingame = false;

sendEventToOOG(D2NT_MGR_READY, "", 0);
}

locationAction(controlData.getLocation());

Delay(500);
}
}
}

function locationAction(location)
{
switch(location.id)
{
case 3: // Lobby Chat
if(justJoined)
{
justJoined = false;
if(isChannelUser(me.account, me.charname))
{
for(var i = 0; i < 3; i++)
{
SetStatusText("ÿc2Chat actions enabled!");
Delay(750);
SetStatusText("");
Delay(750);
}
}
else
{
for(var i = 0; i < 3; i++)
{
SetStatusText("ÿc1Chat actions disabled!");
Delay(750);
SetStatusText("");
Delay(750);
}
}
}
if(!chatActionsDone && isChannelUser(me.account, me.charname))
{
chatActionsDone = true;
Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));
if(!joinedChannel && (joinRandomChannel || joinChannelInChat != ""))
{
var rndChannel = getRandomString(Random(3,10));
SetStatusText("ÿc8Joining Channel " + (joinRandomChannel ? rndChannel : joinChannelInChat) );
Say("/join " + (joinRandomChannel ? rndChannel : joinChannelInChat));
joinedChannel = true;
Delay(1000);
if(channelLogin)
{
SetStatusText("ÿc8Channel Login...");
Say(".login");
Delay(2000);
}
}
}
case 1: // Lobby
if(location.id == 1 && joinChatAfterLogin)
{
Delay(Random(waitBeforeEnterChatMin, waitBeforeEnterChatMax));
controlData.click(controlData.controls.lobby.button.enterChat);
break;
}
if(GetTickCount() > nextGameMake)
{
var _control;

lastGameFailed = false;

switch(lastGameStatus)
{
case 0:
_control = controlData.get(controlData.controls.lobby.button.create);
if(_control && _control.pressed)
{
controlData.click(controlData.controls.lobby.button.join);
Delay(500);
}

controlData.click(controlData.controls.lobby.button.create);
nextGameMake = GetTickCount() + createGameTimeout; // set our timeout
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
case 1: // game failed, rollover to reset timer
inGameAt = GetTickCount();
lastGameFailed = true;
Delay(5000);

case 2:
outputGameLength();
lastGameStatus = 0;
setNextGameMake();
if(lastGameFailed)
{
SetStatusText("ÿc1Failed to join!");
sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿE00000Game " + ((getGameCounter(me.gamename, true)) ? ("(" + getGameCounter(me.gamename, false) + ")") : "") + " creation failed!", 0)
Delay(2500);
}
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
{
if(joinChannelInChat && gameAnnouncement && me.gamename && isChannelUser(me.account, me.charname))
{
var tempDelay = (gameAnnouncementDelay > 5500) ? gameAnnouncementDelay : 5500 +
(gameAnnouncementDelayRandom > 700) ? Random(0, gameAnnouncementDelayRandom) : 500;
var gameText = gameAnnouncement;
gameText = gameText.replace("%password", me.gamepassword);
gameText = gameText.replace("%game", getGameName(me.gamename));
gameText = gameText.replace("%counter", getGameCounter(me.gamename, false));
gameText = gameText.replace("%time", parseInt((nextGameMake - GetTickCount() - tempDelay)/1000+3.0));
if(parseInt((nextGameMake - GetTickCount() - tempDelay)/1000+3.0) > 5)
{
Delay(tempDelay);
Say(gameText);
}
}
timeoutDelay(nextGameMake-GetTickCount(), location, true);
}
break;

case 2: // Waiting In Line
if(GetTickCount()-lastGameMade > waitInLineTimeout)
controlData.click(controlData.controls.lobby.inLine.button.cancel);
break;

case 4: // Create Game
sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0);

locationTimeout(5000, location);

lastGameMade = GetTickCount();
lastGameStatus = 1; // pending creation
break;

case 5: // Join Game
break;

case 6: // Ladder
break;

case 7: // Channel List
break;

case 8: // Main Menu
if(controlData.getCurrentRealmIndex() == me.gatewayid)
{
outputGameLength();
controlData.click(controlData.gameTypes[me.playtype]);
}
else
controlData.click(controlData.controls.mainMenu.button.gateway);
break;

case 9: // Login
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
Delay(loginDelay);

controlData.setText(controlData.controls.login.editBox.accountName, me.account);

sendEventToOOG(D2NT_MGR_LOGIN, location.name, 0);

locationTimeout(5000, location);
break;

case 10: // Login Error (this is a fatal error, so stop)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 10);
Delay(3500);
break;

case 11: // Unable To Connect
timeoutDelay(unableToConnectRetry*60*1000, location)
controlData.click(controlData.controls.login.unableToConnect.button.ok);
break;

case 12: // Character Select
var _time, _control;

sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);

for(_time = 0 ; _time < characterScreenTimeout ; _time += 500)
{
_control = controlData.get(controlData.controls.characterSelect.textBox.characterInfo[me.charloc]);
if(_control && _control.GetText() != undefined)
break;

Delay(500);
}

if(_time < characterScreenTimeout)
{
Delay(characterSelectDelay);

controlData.click(controlData.controls.characterSelect.textBox.characters[me.charloc], 0, 0, 1);
controlData.click(controlData.controls.characterSelect.textBox.characterInfo[me.charloc], 0, 0, 1);

// reset last game made, so it doesnt make a game immediately
inGameAt = 0;
setNextGameMake();
}
else
{
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
}
break;

case 13: // Realm Down - Character Select screen
controlData.click(controlData.controls.characterSelect.button.exit);
timeoutDelay(realmDownRetry*60*1000, location);
break;

case 14: // Character Select - Disconnected
timeoutDelay(disconnectedRetry*60*1000, location);
controlData.click(controlData.controls.characterSelect.disconnected.button.ok);
break;

case 15: // New Character
break;

case 16: // Character Select - Please Wait popup
if(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.characterSelect.pleaseWait.button.cancel);
break;

case 17: // Lobby - Lost Connection - just click okay, since we're toast anyway
controlData.click(controlData.controls.lobby.lostConnection.button.ok);
break;

case 18: // D2 Splash
controlData.click(controlData.controls.d2Splash.textBox.copyright);
break;

case 19: // Login - Cdkey In Use
timeoutDelay(cdkeyInUseRetry*60*1000, location);
controlData.click(controlData.controls.login.cdkeyInUse.button.ok);
break;

case 20: // Single Player - Select Difficulty
controlData.click(controlData.singlePlayerDifficulties[me.diff]);
break;

case 21: // Main Menu - Connecting
if(!locationTimeout(connectingToBnetTimeout, location))
controlData.click(controlData.controls.mainMenu.connecting.button.cancel);
break;

case 22: // Login - Invalid Cdkey (classic or xpac)
sendEventToOOG(D2NT_MGR_RESTART, location.name, 3600);
Delay(3500);
break;

case 23: // Character Select - Connecting
if(!locationTimeout(characterScreenTimeout, location))
controlData.click(controlData.controls.characterSelect.button.exit);
break;

case 24: // Server Down - not much to do but wait..
break;

case 25: // Lobby - Please Wait
if(!locationTimeout(pleaseWaitTimeout, location))
controlData.click(controlData.controls.lobby.pleaseWait.button.cancel);
break;

case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "ÿE00000Game already exists", 0);
SetStatusText("ÿc1Game akready exists!");
inGameAt = 0;
lastGameStatus = 0;
setNextGameMake();

locationTimeout(15000, location);
break;

case 27: // Gateway Select
controlData.clickRealmEntry(me.gatewayid);
controlData.click(controlData.controls.gateway.button.ok);
break;

case 28: // Lobby - Game Does Not Exist
inGameAt = Random(gameDoesNotExistDelayMin, gameDoesNotExistDelayMax);
lastGameStatus = 0;
setNextGameMake();

locationTimeout(gameDoesNotExistTimeout, location);
break;
}
}

function sendEventToOOG(locationId, statusString, pendingTime)
{
return SendCopyData("D2NT Manager", null, (locationId<<16)|pendingTime, statusString);
}

function setNextGameMake()
{
lastGameMade = GetTickCount();
nextGameMake = lastGameMade + createGameThreshold + Random(0-createGameThresholdRandom, createGameThresholdRandom) + inGameAt;
inGameAt = 0;
chatActionsDone = false;
}

function outputGameLength()
{
if(inGameAt)
{
duration = GetTickCount() - inGameAt;

inGameAt = (duration < gameMinLength ? gameMinLength - duration : 0);
}
}

function locationTimeout(time, location)
{
endtime = GetTickCount() + time;

while(controlData.getLocation().id == location.id && endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
Delay(500);
}

return (controlData.getLocation().id != location.id);
}

function timeoutDelay(time, location, showNextGameStatus)
{
if(arguments.length < 3)
showNextGameStatus = false;

endtime = GetTickCount() + time;

while(endtime > GetTickCount())
{
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name + " (" + parseInt((endtime-GetTickCount())/1000) + "s)", 0);
if(showNextGameStatus)
{
if(lastGameFailed && parseInt((endtime-GetTickCount())/1000) > 30)
{
if(parseInt((endtime-GetTickCount())/1000) % 30 == 0)
{
SetStatusText("ÿc1Last game failed!");
Delay(5000);
}
if(me.gamename && getGameCounter(me.gamename, false))
SetStatusText("ÿc8Next game: " + getGameName(me.gamename) + getGameCounter(me.gamename, false) + " (" + parseInt((endtime-GetTickCount())/1000) + "s)");
else
SetStatusText("ÿc8Game creation pending... (" + parseInt((endtime-GetTickCount())/1000) + "s)");
}
else if(parseInt((endtime-GetTickCount())/1000) >= 0)
{
if(me.gamename && getGameCounter(me.gamename, false))
SetStatusText("ÿc8Next game: " + getGameName(me.gamename) + getGameCounter(me.gamename, false) + " (" + parseInt((endtime-GetTickCount())/1000) + "s)");
else
SetStatusText("ÿc8Game creation pending... (" + parseInt((endtime-GetTickCount())/1000) + "s)");
}
}
Delay(1000);
if(me.ingame)
endtime = GetTickCount();
}
if(showNextGameStatus)
SetStatusText("ÿc8Creating game...");
}

function getRandomString(_length)
{
_retString = "";
_charSet = "0123456789abcdefghijklmnopqrstuvwxyz";

while(_length--)
{
_retString += _charSet.charAt(Random(0, _charSet.length-1));
Delay(1);
}

return _retString;
}

function getGameName(lastGameString)
{
if(!lastGameString)
return "";
else
return (lastGameString.split("-")[0] + "-");
}

function getGameCounter(lastGameString, simple)
{
var myCount;
if(!lastGameString)
return "-1";
else
{
switch(lastGameString.split("-")[1])
{
case "08":
myCount = 9;
break;
case "09":
myCount = 10;
break;
default:
myCount = parseInt(lastGameString.split("-")[1]) + 1;
break;
}
if(!simple)
{
if(myCount <= 9)
return ('0' + myCount);
}
return myCount;
}
}

function isChannelUser(accountname, charname)
{
for(var i = 0; i < channelUsers.length; i++)
{
if(accountname.toLowerCase() == channelUsers[i].toLowerCase() || charname.toLowerCase() == channelUsers[i].toLowerCase())
return true;
}
return false;
}[i]
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As_Snuske


As_Snuske


Messages : 607

Comment annoncer les next game dans D2NT _
MessageSujet: Re: Comment annoncer les next game dans D2NT   Comment annoncer les next game dans D2NT Icon_minitimeVen 22 Oct - 9:05

As tu tester ce script avec ton bot ??? je viens de le copier mais j'ai une erreur dès que le manager lance le jeu... c'est un peu embetant !!! sad

Peux tu éditer en rouge dans le script les éléments à personnaliser ?? car chez moi en tout cas ca bug bien ! pleur


désolé !! I'm a boulet !!!
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As_Papaye


As_Papaye


Messages : 1144

Comment annoncer les next game dans D2NT _
MessageSujet: Re: Comment annoncer les next game dans D2NT   Comment annoncer les next game dans D2NT Icon_minitimeVen 22 Oct - 10:21

désolé la j'ai pas le temps je vais bientôt partir au boulot, je regarderai ca plus tard si quelqu'un d'autre n'est pas venu t'aider avant, sinon va directement sur le site Blizzhackers Very Happy
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Comment annoncer les next game dans D2NT _
MessageSujet: Re: Comment annoncer les next game dans D2NT   Comment annoncer les next game dans D2NT Icon_minitime

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