//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // // 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"; } }