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