Running multiple bots warning messages!

Hello everyone!

I just decided to make up to run two bots (Pala-Leader and Necro-Follower) at the same time. Everything is fine, I can join my own game with my leader/follower. They going together nicely!

My only problem is that my necro doesn’t want to attack!

It wasn’t that easy to setup a poisonmancer normally, but I went trough at the hard settings somehow…

So when I join a game I see my nec is casting the Lower Resist curse, but all after that it’s just standing and it DOES NOT USE the Poison Nova skill… When my Hammer is done, it starts to following the Hammer-Leader.

So Nec should use my pre-setted skills…
but…
…instead of I get this message:

///
[Strict Warning (162)] File(kolbot\libs\common\attacks\necromancer.js:134) reference to undefined property this.curseState[0]
///

(((Here is the mentioned part from kolbot\libs\common\Attacks\Necromancer.js

if (Config.Curse[0] > 0 && this.isCursable(unit) && (unit.spectype & 0x7) && !unit.getState(this.curseState[0])) {
if (getDistance(me, unit) > 25 || checkCollision(me, unit, 0x4)) {
if (!Attack.getIntoPosition(unit, 25, 0x4)) {
return 1;
}
}

if (!Skill.cast(Config.Curse[0], 0, unit)) {
return 2;
}

return 3;
}

)))
I really don’t know what should I re-write or modify to make this guy cast some nice poison gas cloud.

I can see also messages is RED:

F.e.:

Skipping Zombie
Skipping Carver

Probably it’s happening because Nec did not killed the enemy, but it has to move forward to follow Leader.

I hope someone can tell me the solution, just can’t wait to see my bots together clearing the upper Evil’s lair Tongue


Here is the attack config, may it add extra help to find things out!

/* Attack config
* To disable an attack, set it to -1
* Skills MUST be POSITIVE numbers. For reference see http://pastebin.com/baShRwWM
*/
Config.AttackSkill[0] = -1; // Preattack skill.
Config.AttackSkill[1] = 92; // Primary skill to bosses.
Config.AttackSkill[2] = -1; // Primary untimed skill to bosses. Keep at -1 if Config.AttackSkill[1] is untimed skill.
Config.AttackSkill[3] = 92; // Primary skill to others.
Config.AttackSkill[4] = -1; // Primary untimed skill to others. Keep at -1 if Config.AttackSkill[3] is untimed skill.
Config.AttackSkill[5] = -1; // Secondary skill if monster is immune to primary.
Config.AttackSkill[6] = -1; // Secondary untimed skill if monster is immune to primary untimed.

// Low mana skills - these will be used if main skills can't be cast.
Config.LowManaSkill[0] = -1; // Timed low mana skill.
Config.LowManaSkill[1] = -1; // Untimed low mana skill.

/* Advanced Attack config. Allows custom skills to be used on custom monsters.
* Format: "Monster Name": [timed skill id, untimed skill id]
* Multiple entries are separated by commas
*/
Config.CustomAttack = {
//"Monster Name": [-1, -1]
};

Config.Dodge = true; // Move away from monsters that get too close. Don't use with short-ranged attacks like Poison Dagger.
Config.DodgeRange = 10; // Distance to keep from monsters.
Config.DodgeHP = 90; // Dodge only if HP percent is less than or equal to Config.DodgeHP. 100 = always dodge.
Config.BossPriority = true; // Set to true to attack Unique/SuperUnique monsters first when clearing
Config.ClearType = 0x7; // Monster spectype to kill in level clear scripts (ie. Mausoleum). 0xF = skip normal, 0x7 = champions/bosses, 0 = all
Config.TeleStomp = false; // Use merc to attack bosses if they're immune to attacks, but not to physical damage

// Wereform setup. Make sure you read Templates/Attacks.txt for attack skill format.
Config.Wereform = false; // 0 / false - don't shapeshift, 1 / "Werewolf" - change to werewolf, 2 / "Werebear" - change to werebear

// Class specific config
Config.Curse[0] = 91; // Boss curse. Use skill number or set to 0 to disable.
Config.Curse[1] = 91; // Other monsters curse. Use skill number or set to 0 to disable.

ps.: Do anyone knows what exactly means “untimed” skill?

According to this setting, your necromancer is attacking only champions/bosses

The necromancer’s attack is partial set accordingly to https://github.com/kolton/d2bot-with-kolbot/blob/master/d2bs/kolbot/libs/config/Templates/Attacks.txt#L83-L103

When you wanna post your config, use pastebin.com and share here the link to that paste. Whole config is easy to be compared with the default one to see the changes, using SVN Diff or other comparing tools.

Okay… So I re-downloaded the whole kolbot.zip and re-configurated to my current needs.

He uses Corpse Explodion (or poisone x, if I want), which is nice! But still dont want to use Poison Nova, instead of that, says:

[Strict Warning (162)] File(kolbot\libs\common\attacks\necromancer.js:116) reference to undefined property this.skillElement[0]

https://pastebin.com/VX59iAwy

It looks like the program itself cant get trough that state and it seems it can’t check are the monsters infected with nec lower resist curse, or not. It should do that! Checking and if done, attack!

So anybody out there who uses novamancer and has a working config? What is the problem here? I’m not a javascript programmer, sadly Sad

Here is my novamancer’s config, it helps see clearer, (which seems perfect now) … :
https://pastebin.com/7VxbxrwD

your file have a lot of changes comparing with default https://github.com/kolton/d2bot-with-kolbot/blob/master/d2bs/kolbot/libs/common/Attacks/Necromancer.js

then try to use default files. add changes when you will know how to do them.

you have set only an act1 script - corpsefire, maybe you tested it.
but you didn’t set the clear den, and he will attack only the boss corpsefire.

if you set only rv potions in belt, check line 275 (how to set lines 277-280)

	 * Set rejuvenation columns to 0, because they can't be bought.

for rv you can use also line 242

    Config.MPBuffer = X; // Number of mana potions to keep in inventory.

use tortoiseSVN or git