All pastes #2003209 Raw Edit

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#2003209 ·published 2010-11-26 20:46 UTC
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//																													                      //
// NT_DevelopementTools started by stairbuilder on 11-26-10                                                                               //
// My hope is that others will contribute to this script so we can have a nice little development file to work from                       //
// Feel free to add to this file or to change anything to make it more useful                                                             //
// also as we all know some of the id names are wrong/different so if you find something that is wrong or different feel free to chang it //										 //
//																													                      //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

monsterid = true;					// prints the name and id number of monsters.  Probably should set a range for it but been using it for summons
getstate = true;					// prints id # of state and "active" if the state is active
var MonsterIdRange = 	[420, 432];		// set the range of id's you want to look for ie [420, 432] looks for druid summons
									// you can set the MonsterRange = [0, 575] and it will give all monsters near you, but to be effective need to add a range to it
var StateIdRange = 	[141, 154];		// set the range of me.states you want to check if active ie [141, 154] looks for druid states
var _mestate;

function NTMain()
{

	Include("libs/common/NTCommon.ntl");
	NTC_IncludeLibs();
	NTC_IncludeConfig("NTBot/char_configs");

	NT_LoadConfig();
	NTSI_LoadNIPFiles("NTBot/item_configs");

	NTA_Initialize();
   
	me.maxgametime = 0;
	
	Print("ÿc2" + IdToName() + " - CharacterClass(" +me.classid+ ")");
	Print("   ");
	
	if(monsterid){
		for(var i = MonsterIdRange[0]; i < MonsterIdRange[1] ; i++){
			var _monster = NTC_FindUnit(NTC_UNIT_MONSTER, i);
			if(NTC_FindUnit(NTC_UNIT_MONSTER, i))
				if(_monster.GetParent() != null)
					Print("ÿc8"+ _monster.name + " - monsterid(" + i + ") - parent is (" +_monster.GetParent().name + ")" );
				else
					Print("ÿc8"+ _monster.name + " - monsterid(" + i + ")");
		}
	}
	Print("   ");

	if(getstate){
		for(var i = StateIdRange[0]; i < StateIdRange[1]; i++){
			if(me.GetState(i))
				Print("ÿc9" + StateToName(i).toLowerCase() + " - me.GetState(" + i  +") is active ");
		}
	}
	Print("   ");

}

function IdToName(){
	
	var _toon;
	
	switch(me.classid)
	{
		case 0:
			_toon = "Amazon";
				break;
		case 1:
			_toon = "Sorceress";
				break;
		case 2:
			_toon = "Necromancer";
				break;
		case 3:
			_toon = "Paladin";
				break;				
		case 4:
			_toon = "Barbarian";
				break;							
		case 5:
			_toon = "Druid";
				break;							
		case 6:
			_toon = "Assassin";
				break;				
	}
	return _toon;
}

function StateToName(_mestate){
	
	var _state;
	
	switch(_mestate)
	{
		case 0:
			_state = "NONE"; 
				break;
		case 1:
			_state = "FREEZE";
				break;
		case 2:
			_state = "POISON";
				break;
		case 3:
			_state = "RESISTFIRE";
				break;				
		case 4:
			_state = "RESISTCOLD";
				break;							
		case 5:
			_state = "RESISTLIGHT";
				break;							
		case 6:
			_state = "RESISTMAGIC ";
				break;	
		case 7:
			_state = "PLAYERBODY"; 
				break;
		case 8:
			_state = "RESISTALL";
				break;
		case 9:
			_state = "AMPLIFYDAMAGE ";
				break;
		case 10:
			_state = "FROZENARMOR"; 
				break;
		case 11:
			_state = "COLD";
				break;
		case 12:
			_state = "INFERNO";
				break;
		case 13:
			_state = "BLAZE";
				break;				
		case 14:
			_state = "BONEARMOR";
				break;							
		case 15:
			_state = "CONCENTRATE";
				break;							
		case 16:
			_state = "ENCHANT";
				break;	
		case 17:
			_state = "INNERSIGHT"; 
				break;
		case 18:
			_state = "SKILL_MOVE";
				break;
		case 19:
			_state = "WEAKEN";
				break;
		case 20:
			_state = "CHILLINGARMOR"; 
				break;
		case 21:
			_state = "STUNNED";
				break;
		case 22:
			_state = "SPIDERLAY";
				break;
		case 23:
			_state = "DIMVISION";
				break;				
		case 24:
			_state = "SLOWED";
				break;							
		case 25:
			_state = "FETISHAURA";
				break;							
		case 26:
			_state = "SHOUT";
				break;	
		case 27:
			_state = "TAUNT"; 
				break;
		case 28:
			_state = "CONVICTION";
				break;
		case 29:
			_state = "CONVICTED";
				break;
		case 30:
			_state = "ENERGYSHIELD"; 
				break;
		case 31:
			_state = "VENOMCLAWS";
				break;
		case 32:
			_state = "BATTLEORDERS";
				break;
		case 33:
			_state = "MIGHT";
				break;				
		case 34:
			_state = "PRAYER";
				break;							
		case 35:
			_state = "HOLYFIRE";
				break;							
		case 36:
			_state = "THORNS";
				break;	
		case 37:
			_state = "DEFIANCE"; 
				break;
		case 38:
			_state = "THUNDERSTORM";
				break;
		case 39:
			_state = "LIGHTNINGBOLT";
				break;
		case 40:
			_state = "BLESSEDAIM"; 
				break;
		case 41:
			_state = "STAMINA";
				break;
		case 42:
			_state = "CONCENTRATION";
				break;
		case 43:
			_state = "HOLYWIND";
				break;				
		case 44:
			_state = "HOLYWINDCOLD";
				break;							
		case 45:
			_state = "CLEANSING";
				break;							
		case 46:
			_state = "HOLYSHOCK";
				break;	
		case 47:
			_state = "SANCTUARY"; 
				break;
		case 48:
			_state = "MEDITATION";
				break;
		case 49:
			_state = "FANATICISM";
				break;
		case 50:
			_state = "REDEMPTION"; 
				break;
		case 51:
			_state = "BATTLECOMMAND";
				break;
		case 52:
			_state = "PREVENTHEAL";
				break;
		case 53:
			_state = "CONVERSION";
				break;				
		case 54:
			_state = "UNINTERRUPTABLE";
				break;							
		case 55:
			_state = "IRONMAIDEN";
				break;							
		case 56:
			_state = "TERROR";
				break;	
		case 57:
			_state = "ATTRACT"; 
				break;
		case 58:
			_state = "LIFETAP";
				break;
		case 59:
			_state = "CONFUSE";
				break;
		case 60:
			_state = "DECREPIFY"; 
				break;
		case 61:
			_state = "LOWERRESIST";
				break;
		case 62:
			_state = "OPENWOUNDS";
				break;
		case 63:
			_state = "DOPPLEZON";
				break;				
		case 64:
			_state = "CRITICALSTRIKE";
				break;							
		case 65:
			_state = "DODGE";
				break;							
		case 66:
			_state = "AVOID";
				break;	
		case 67:
			_state = "PENETRATE"; 
				break;
		case 68:
			_state = "EVADE";
				break;
		case 69:
			_state = "PIERCE";
				break;
		case 70:
			_state = "WARMTH"; 
				break;
		case 71:
			_state = "FIREMASTERY";
				break;
		case 72:
			_state = "LIGHTNINGMASTERY";
				break;
		case 73:
			_state = "COLDMASTERY";
				break;				
		case 74:
			_state = "SWORDMASTERY";
				break;							
		case 75:
			_state = "AXEMASTERY";
				break;							
		case 76:
			_state = "MACEMASTERY";
				break;	
		case 77:
			_state = "POLEARMMASTERY"; 
				break;
		case 78:
			_state = "THROWINGMASTERY";
				break;
		case 79:
			_state = "SPEARMASTERY";
				break;
		case 80:
			_state = "INCREASEDSTAMINA"; 
				break;
		case 81:
			_state = "IRONSKIN";
				break;
		case 82:
			_state = "INCREASEDSPEED";
				break;
		case 83:
			_state = "NATURALRESISTANCE";
				break;				
		case 84:
			_state = "FINGERMAGECURSE";
				break;							
		case 85:
			_state = "NOMANAREGEN";
				break;							
		case 86:
			_state = "JUSTHIT";
				break;	
		case 87:
			_state = "SLOWMISSILES"; 
				break;
		case 88:
			_state = "SHIVERARMOR";
				break;
		case 89:
			_state = "BATTLECRY";
				break;
		case 90:
			_state = "BLUE"; 
				break;
		case 91:
			_state = "RED";
				break;
		case 92:
			_state = "DEATH_DELAY";
				break;
		case 93:
			_state = "VALKYRIE";
				break;				
		case 94:
			_state = "FRENZY";
				break;							
		case 95:
			_state = "BERSERK";
				break;							
		case 96:
			_state = "REVIVE";
				break;	
		case 97:
			_state = "ITEMFULLSET"; 
				break;
		case 98:
			_state = "SOURCEUNIT";
				break;
		case 99:
			_state = "REDEEMED";
				break;
		case 100:
			_state = "HEALTHPOT"; 
				break;
		case 101:
			_state = "HOLYSHIELD";
				break;
		case 102:
			_state = "JUST_PORTALED";
				break;
		case 103:
			_state = "MONFRENZY";
				break;				
		case 104:
			_state = "CORPSE_NODRAW";
				break;							
		case 105:
			_state = "ALIGNMENT";
				break;							
		case 106:
			_state = "MANAPOT";
				break;	
		case 107:
			_state = "SHATTER"; 
				break;
		case 108:
			_state = "SYNC_WARPED";
				break;
		case 109:
			_state = "CONVERSION_SAVE";
				break;
		case 110:
			_state = "PREGNANT"; 
				break;
		case 111:
			_state = "111";
				break;
		case 112:
			_state = "RABIES";
				break;
		case 113:
			_state = "DEFENSE_CURSE";
				break;				
		case 114:
			_state = "BLOOD_MANA";
				break;							
		case 115:
			_state = "BURNING";
				break;							
		case 116:
			_state = "DRAGONFLIGHT";
				break;	
		case 117:
			_state = "MAUL"; 
				break;
		case 118:
			_state = "CORPSE_NOSELECT";
				break;
		case 119:
			_state = "SHADOWWARRIOR";
				break;
		case 120:
			_state = "FERALRAGE"; 
				break;
		case 121:
			_state = "SKILLDELAY";
				break;
		case 122:
			_state = "PROGRESSIVE_DAMAGE";
				break;
		case 123:
			_state = "PROGRESSIVE_STEAL";
				break;				
		case 124:
			_state = "PROGRESSIVE_OTHER";
				break;							
		case 125:
			_state = "PROGRESSIVE_FIRE";
				break;							
		case 126:
			_state = "PROGRESSIVE_COLD";
				break;	
		case 127:
			_state = "PROGRESSIVE_LIGHTNING"; 
				break;
		case 128:
			_state = "SHRINE_ARMOR";
				break;
		case 129:
			_state = "SHRINE_COMBAT";
				break;
		case 130:
			_state = "SHRINE_RESIST_LIGHTNING"; 
				break;
		case 131:
			_state = "SHRINE_RESIST_FIRE";
				break;
		case 132:
			_state = "SHRINE_RESIST_COLD";
				break;
		case 133:
			_state = "SHRINE_RESIST_POISON";
				break;				
		case 134:
			_state = "SHRINE_SKILL";
				break;							
		case 135:
			_state = "SHRINE_MANA_REGEN";
				break;							
		case 136:
			_state = "SHRINE_STAMINA";
				break;	
		case 137:
			_state = "SHRINE_EXPERIENCE"; 
				break;
		case 138:
			_state = "FENRIS_RAGE";
				break;
		case 139:
			_state = "WOLF";
				break;
		case 140:
			_state = "BEAR"; 
				break;
		case 141:
			_state = "BLOODLUST";
				break;
		case 142:
			_state = "CHANGECLASS";
				break;
		case 143:
			_state = "ATTACHED";
				break;				
		case 144:
			_state = "HURRICANE";
				break;							
		case 145:
			_state = "ARMAGEDDON";
				break;							
		case 146:
			_state = "INVIS";
				break;	
		case 147:
			_state = "BARBS"; 
				break;
		case 148:
			_state = "WOLVERINE";
				break;
		case 149:
			_state = "OAKSAGE";
				break;
		case 150:
			_state = "VINE_BEAST"; 
				break;
		case 151:
			_state = "CYCLONEARMOR";
				break;
		case 152:
			_state = "CLAWMASTERY";
				break;
		case 153:
			_state = "CLOAK_OF_SHADOWS";
				break;				
		case 154:
			_state = "RECYCLED";
				break;							
		case 155:
			_state = "WEAPONBLOCK";
				break;							
		case 156:
			_state = "CLOAKED";
				break;	
		case 157:
			_state = "QUICKNESS"; 
				break;
		case 158:
			_state = "BLADESHIELD";
				break;
		case 159:
			_state = "FADE";
				break;
			
	}
	return _state;
}