////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
// 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;
}