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