Author Topic: Join Game If Game Already Exists?  (Read 1070 times)

cooptheking

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Join Game If Game Already Exists?
« on: July 21, 2010, 08:28:00 PM »
So this is what i've edited so far

it doesn't work (btw) it clicks join game like it should
doesnt type anything..
so it can't click join game...then jsut stalls lol
I want it to try and create game if game exists join game of the same number..

Code: [Select]
case 26: // Lobby - Game Name Exists
sendEventToOOG(D2NT_MGR_PRINT_LOG, "?E00000Game already exists", 0);
var game;
game = GetTickCount() + createGameTimeout; // (i have tried like 50 things so far..none work???)
                     controlData.click(controlData.controls.lobby.button.join);

                        Delay(200);

                     controlData.setText(controlData.controls.lobby.join.editBox.gameName, game);

                       Delay(200);
     

                     controlData.click(controlData.controls.lobby.join.button.joinGame);

                        check = 1;

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Join Game If Game Already Exists?
« on: July 21, 2010, 08:28:00 PM »

Offline iKeven

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Re: Join Game If Game Already Exists?
« Reply #1 on: July 21, 2010, 09:50:03 PM »
coop buddy if you can figure it out I dont think anyone can.. lol..

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Re: Join Game If Game Already Exists?
« Reply #1 on: July 21, 2010, 09:50:03 PM »

cooptheking

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Re: Join Game If Game Already Exists?
« Reply #2 on: July 21, 2010, 10:02:56 PM »
:)
this code types the NG in game name (but at least it fucking types something)
and to state the obvious YES i tried (instead of CREATE...SAME)..errored saying its not a real function lol
so instead of like joining -08 like it SHOULD...it types -09 in the join window..

Code: [Select]
case 26: // Lobby - Game Name Exists
game = sendEventToOOG(D2NT_MGR_CREATE_GAME, location.name, 0) - 01
                     controlData.click(controlData.controls.lobby.button.join);

Delay(1000);

                 controlData.setText( controlData.controls.lobby.join.editBox.gameName, game);
            Delay(1000);

         controlData.click(controlData.controls.lobby.join.button.joinGame);

check = 1;
               

               
// inGameAt = 0;
// lastGameStatus = 0;
// setNextGameMake();

locationTimeout(5000, location);
break;

Offline Justin

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Re: Join Game If Game Already Exists?
« Reply #3 on: July 21, 2010, 10:45:40 PM »
So, i'm kind of confused what you're trying to do.... Pretty much this is what you want...


If the game already exists then:

You want it to click Join Game; type the game; then click Join.

Correct?
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Re: Join Game If Game Already Exists?
« Reply #3 on: July 21, 2010, 10:45:40 PM »

cooptheking

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Re: Join Game If Game Already Exists?
« Reply #4 on: July 21, 2010, 10:48:08 PM »
So, i'm kind of confused what you're trying to do.... Pretty much this is what you want...


If the game already exists then:

You want it to click Join Game; type the game; then click Join.

Correct?

yes yes
i have tried for 5 hours with different varitisn trying to get the SAME GAME it tried to create
all eitehr clicked the join button
didnt type anything...
watied for 690 seconds (no idea why??) then made ng

OR
this latest tpyes instead fo -02 ..it'll type join -03...

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Re: Join Game If Game Already Exists?
« Reply #4 on: July 21, 2010, 10:48:08 PM »

Offline TheFreak

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Re: Join Game If Game Already Exists?
« Reply #5 on: July 21, 2010, 11:31:55 PM »
Umm, im pretty sure theres a LastGameMake() or something like that, lemme check ^ ^


My New function:

function AlbertEinstein()
{
If (A = success in life)
A = x + y + z;
x = Work;
y = Play;
z = Keeping your mouth shut;
}

"Right after the Sam-Frodo suckfest, right before the credits roll, Sam fuckin' flat-out brick's in Frodo's mouth"

cooptheking

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Re: Join Game If Game Already Exists?
« Reply #6 on: July 21, 2010, 11:36:49 PM »
Umm, im pretty sure theres a LastGameMake() or something like that, lemme check ^ ^

dude i've tried EVERYTHING i can think of(find on the net/other scripts)
i cannot find anything of the sort..
what little i have found/wrote myself using the limited knowledge i have..
failed..
best i can do is make it type the NEXT Game.. *fail*

Offline TheFreak

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Re: Join Game If Game Already Exists?
« Reply #7 on: July 21, 2010, 11:47:31 PM »
I found it, BUT, i cant remember how i was able to use it, and since when i uploaded my shit, it all got erased, i cant look at my diablo script to find it...... OOOOO i posted it in bigapples thread for his chaos script on EON. Lemme find it, and try to get it to work for what yu need. ;)

These are what i used to get it to announce next game when diablo died.

Code: [Select]
var gameAnnouncement      = "Next Game = %game%counter. Follow runz in channel OP PKbaal"; // leave blank not to post a channel announcement
var gameAnnouncementDelay   = 700;      // wait X milliseconds before posting the announcement message (don't set this too low!)
var gameAnnouncementDelayRandom = 50; // random amount of time to add to a to the announcement delay
var lastGameMade = GetTickCount();
var lastGameStatus = 0;
var nextGameMake = 0;

Code: [Select]
if(gameAnnouncement && me.gamename)
         {
            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, true)); 
            {   
           
               Say(gameText);
            }
Code: [Select]
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;
}

       
   
}


My New function:

function AlbertEinstein()
{
If (A = success in life)
A = x + y + z;
x = Work;
y = Play;
z = Keeping your mouth shut;
}

"Right after the Sam-Frodo suckfest, right before the credits roll, Sam fuckin' flat-out brick's in Frodo's mouth"

PureKaoz.com - D2NT, Diablo 3 & Starcaft 2 Hacks

Re: Join Game If Game Already Exists?
« Reply #7 on: July 21, 2010, 11:47:31 PM »

Offline Justin

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Re: Join Game If Game Already Exists?
« Reply #8 on: July 21, 2010, 11:51:07 PM »
Why not look at the functions for leech bot; and use them?
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Offline TheFreak

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Re: Join Game If Game Already Exists?
« Reply #9 on: July 21, 2010, 11:54:21 PM »
Because tha leech bot doesn't join tha last game it was in wit out using /f l.....


My New function:

function AlbertEinstein()
{
If (A = success in life)
A = x + y + z;
x = Work;
y = Play;
z = Keeping your mouth shut;
}

"Right after the Sam-Frodo suckfest, right before the credits roll, Sam fuckin' flat-out brick's in Frodo's mouth"

Offline Justin

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Re: Join Game If Game Already Exists?
« Reply #10 on: July 21, 2010, 11:59:05 PM »
IMO; make it like LEECH bot where in-game a user adds to friend list and if it leaves it comes back.


.addfriend MyAccount

"/f a My Account"


maxgame reached; restart.....

/f l
 MyAccount - Game: chantme-1

join game chantme-1


Just an option; doubt its anyhelp.
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cooptheking

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Re: Join Game If Game Already Exists?
« Reply #11 on: July 22, 2010, 12:02:55 AM »
If i could i would jsut load a lvl1 and make this a 'leecher'
HOWEVER..
i cant:(
not enough loaders + would ratehr it stand a lone..

im testing what u posted right now freak..
in many variations will let u know of results

cooptheking

  • Guest
Re: Join Game If Game Already Exists?
« Reply #12 on: July 22, 2010, 12:11:26 AM »
this yielded an error of getGameName not defined (assuming its because of the fact i didnt put (lastGameString)
will retry in 5-10
Code: [Select]
case 26: // Lobby - Game Name Exists Already


game = getGameName();

                     controlData.click(controlData.controls.lobby.button.join);

Delay(1000);

                 controlData.setText( controlData.controls.lobby.join.editBox.gameName, game - 1);
            Delay(1000);

         controlData.click(controlData.controls.lobby.join.button.joinGame);

check = 1;


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;
   }
}
                     controlData.click(controlData.controls.lobby.button.join);

Delay(1000);

                 controlData.setText( controlData.controls.lobby.join.editBox.gameName, game - 1);
            Delay(1000);

         controlData.click(controlData.controls.lobby.join.button.joinGame);

check = 1;
               

               
// inGameAt = 0;
// lastGameStatus = 0;
// setNextGameMake();

locationTimeout(5000, location);
break;

cooptheking

  • Guest
Re: Join Game If Game Already Exists?
« Reply #13 on: July 22, 2010, 01:14:32 AM »
here is what im getting rdy to test lol
its really hard to find people to just make a damn game so i can test different scripts :(


Code: [Select]
var gameMinLength = 180000; // time in milliseconds, minimum game length, 180 seconds default (1 game/3 minutes)

var unableToConnectRetry = 15; // 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 = 15; // time in minutes to retry on a disconnection (usually ip ban related)
var cdkeyInUseRetry = 15; // 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 = 25000; // 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 = 7000; // time in milliseconds to wait before selecting a character on the char screen
var loginDelay = 6000; // time in milliseconds to wait before submitting login information
var clickDelay = 2000; // wait X milliseconds before next action after a click event
var textDelay = 2000; // wait X milliseconds before next action after inserting text into a textbox
var clickDelayRandom = 1000; // 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 joinChatAfterGame = true; // join chat after leaving a game
var joinRandomChannel = false; // if this is true, will join a random channel, otherwise it will use the channel below..
var joinChannelInChat = "op gpk"; // leave blank to not join a private channel
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 gameAnnouncement      = "Next Game = %game%counter. Follow runz in channel OP PKbaal"; // leave blank not to post a channel announcement
var gameAnnouncementDelay   = 700;      // wait X milliseconds before posting the announcement message (don't set this too low!)
var gameAnnouncementDelayRandom = 50; // random amount of time to add to a to the announcement delay
var lastGameMade = GetTickCount();


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(!chatActionsDone)
{
chatActionsDone = true;
Delay(Random(waitInChatBeforeActionsMin, waitInChatBeforeActionsMax));

if(joinRandomChannel || joinChannelInChat != "")
{
Say("/join " + (joinRandomChannel ? getRandomString(Random(3,10)) : joinChannelInChat));
Delay(1000);
}
}


case 1: // Lobby
if(location.id == 1 && joinChatAfterGame)
{
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(); // reset inGameAt, to wait how long we should have waited..
lastGameFailed = true;
case 2:
outputGameLength();
lastGameStatus = 0;
setNextGameMake();
sendEventToOOG(D2NT_MGR_PRINT_STATUS, location.name, 0);
break;
}
}
else
timeoutDelay(nextGameMake-GetTickCount(), location);
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 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 Already

 if(gameAnnouncement && me.gamename)
         {
            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, true));
            {   
           
               Say(gameText);
            }

// inGameAt = 0;
// lastGameStatus = 0;
// setNextGameMake();

locationTimeout(5000, 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 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;
}


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)
{
endtime = GetTickCount() + time;

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

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

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

return _retString;
}

Offline Justin

  • I run this bitch!
  • Administrator
  • PureKaoz HeRo
  • *****
  • Join Date: Apr 2010
  • Posts: 689
  • Reputation 3
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    • Youtube's channel
Re: Join Game If Game Already Exists?
« Reply #14 on: July 22, 2010, 01:23:50 AM »
Note: i will help you just lemme know.
USEast Channel: Clan Kaoz
HighLyfe@jsp

PureKaoz.com - D2NT, Diablo 3 & Starcaft 2 Hacks

Re: Join Game If Game Already Exists?
« Reply #14 on: July 22, 2010, 01:23:50 AM »