All pastes #2003230 Raw Edit

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#2003230 ·published 2010-11-26 21:22 UTC
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//																													                      //
// 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";
				 
	}
}