@ Medix
[B]Precast[/B]
var _NTP_HaveCTA = -1;
function NTP_DoPrecastCTA(refresh)
{
if(me.classid == NTC_CHAR_CLASS_BARBARIAN || NTC_InTown())
return false;
if(refresh || !me.GetState(32) || !me.GetState(51))
{
if(NTP_BOSwitch())
{
NTC_DoCast(155, NTC_HAND_RIGHT); // Battle Command
NTC_DoCast(149, NTC_HAND_RIGHT); // Battle Orders
NTC_DoCast(138, NTC_HAND_RIGHT); // Shout
NTC_SwapWeapons();
return true;
}
}
return false;
}
function NTP_DoPrecast()
{
NTP_DoPrecastCTA(true);
switch(me.classid)
{
case NTC_CHAR_CLASS_AMAZON:
NTC_DoCast(32, NTC_HAND_RIGHT); // Valkyrie
NTP_DoPrecastCTA(true);
break;
case NTC_CHAR_CLASS_SORCERESS:
if(NTConfig_CastThunderStorm)
{
NTC_DoCast(57, NTC_HAND_RIGHT); // Thunder Storm
}
if(NTConfig_CastEnergyShield)
{
NTC_DoCast(58, NTC_HAND_RIGHT); // Energy Shield
}
if(NTConfig_CastFrozenArmor)
{
NTC_DoCast(40, NTC_HAND_RIGHT); // Frozen Armor
}
if(NTConfig_CastShiverArmor)
{
NTC_DoCast(50, NTC_HAND_RIGHT); // Shiver Armor
}
if(NTConfig_CastChillingArmor)
{
NTC_DoCast(60, NTC_HAND_RIGHT); // Chilling Armor
}
break;
case NTC_CHAR_CLASS_NECROMANCER:
if(NTConfig_CastBoneArmor)
{
NTC_DoCast(68, NTC_HAND_RIGHT); // Bone Armor
}
if(NTConfig_CastClayGolem)
{
NTC_DoCast(75, NTC_HAND_RIGHT); // Clay Golem
}
if(NTConfig_CastFireGolem)
{
NTC_DoCast(94, NTC_HAND_RIGHT); // Fire Golem
}
if(NTConfig_CastBloodGolem)
{
NTC_DoCast(85, NTC_HAND_RIGHT); // Blood Golem
}
if(NTConfig_CastRaiseSkeleton)
{
NTC_DoCast(70, NTC_HAND_RIGHT); // Raise Skeleton
}
if(NTConfig_CastRaiseSkeletalMage)
{
NTC_DoCast(80, NTC_HAND_RIGHT); // Raise Skeletal Mage
}
if(NTConfig_CastRevive)
{
NTC_DoCast(95, NTC_HAND_RIGHT); // Revive
}
NTP_DoPrecastCTA(true);
break;
case NTC_CHAR_CLASS_PALADIN:
if(NTConfig_CastHolyShield)
{
NTC_DoCast(117, NTC_HAND_RIGHT); // Holy Shield
}
break;
case NTC_CHAR_CLASS_BARBARIAN:
NTC_DoCast(155, NTC_HAND_RIGHT); // Battle Command
NTC_DoCast(149, NTC_HAND_RIGHT); // Battle Orders
NTC_DoCast(138, NTC_HAND_RIGHT); // Shout
break;
case NTC_CHAR_CLASS_DRUID:
if(NTConfig_CastOakSage)
{
NTC_DoCast(226, NTC_HAND_RIGHT); // Oak Sage
}
if(NTConfig_CastSummonDireWolf)
{
NTC_DoCast(237, NTC_HAND_RIGHT); // Summon Dire Wolf
NTC_DoCast(237, NTC_HAND_RIGHT); // Summon Dire Wolf
NTC_DoCast(237, NTC_HAND_RIGHT); // Summon Dire Wolf
}
if(NTConfig_CastRaven)
{
NTC_DoCast(221, NTC_HAND_RIGHT); // Raven
NTC_DoCast(221, NTC_HAND_RIGHT); // Raven
NTC_DoCast(221, NTC_HAND_RIGHT); // Raven
NTC_DoCast(221, NTC_HAND_RIGHT); // Raven
NTC_DoCast(221, NTC_HAND_RIGHT); // Raven
}
if(NTConfig_CastSummonGrizzly)
{
NTC_DoCast(247, NTC_HAND_RIGHT); // Summon Grizzly
}
if(NTConfig_CastCycloneArmor)
{
NTC_DoCast(235, NTC_HAND_RIGHT); // Cyclone Armor
}
if(NTConfig_CastHurricane)
{
NTC_DoCast(250, NTC_HAND_RIGHT); // Hurricane
}
NTP_DoPrecastCTA(true);
break;
case NTC_CHAR_CLASS_ASSASSIN:
if(NTConfig_CastShadowMaster)
{
NTC_DoCast(279, NTC_HAND_RIGHT); // Shadow Master
}
if(NTConfig_CastShadowWarrior)
{
NTC_DoCast(268, NTC_HAND_RIGHT); // Shadow Warrior
}
if(NTConfig_CastBrustOfSpeed)
{
NTC_DoCast(258, NTC_HAND_RIGHT); // Burst of Speed
}
if(NTConfig_CastFade)
{
NTC_DoCast(267, NTC_HAND_RIGHT); // Fade
}
if(NTConfig_CastBladeShield)
{
NTC_DoCast(277, NTC_HAND_RIGHT); // Blade Shield
}
if(NTConfig_CastCloakOfShadows)
{
NTC_DoCast(264, NTC_HAND_RIGHT); // Cloak of Shadows
}
NTP_DoPrecastCTA(true);
break;
}
}
function NTP_BOSwitch()
{
if(_NTP_HaveCTA < 0)
{
var _weapon;
_NTP_HaveCTA = 0;
_weapon = me.GetItems();
if(_weapon)
{
for(var i = 0 ; i < _weapon.length ; i++)
{
if(_weapon[i].mode == 1)
{
if(_weapon[i].itemloc == 4 || _weapon[i].itemloc == 5)
{
if(_weapon[i].runeword && _weapon[i].GetStat(97, 149) > 0)
{
_NTP_HaveCTA = (me.weaponstab == 0) ? 1 : 2;
break;
}
}
else if(_weapon[i].itemloc == 11 || _weapon[i].itemloc == 12)
{
if(_weapon[i].runeword && _weapon[i].GetStat(97, 149) > 0)
{
_NTP_HaveCTA = (me.weaponstab == 0) ? 2 : 1;
break;
}
}
}
}
}
}
if(_NTP_HaveCTA > 0)
return NTC_SwapWeapons(_NTP_HaveCTA-1);
return false;
}
Charconfig
Include("config/NTConfig.ntl");
var NTConfig_CastStatic;
function NT_LoadConfig()
{
//------------------------------------------------------------------------------
// Boss configuration
//------------------------------------------------------------------------------
NTConfig_PublicMode = false;
me.quitonhostile = false;
//NTConfig_Script.push("NTPindleskin.ntj"); NTConfig_NihlathakExtension = false;
NTConfig_Script.push("NTEldritch.ntj"); NTConfig_ShenkExtension = true;
//NTConfig_Script.push("NTThreshSocket.ntj");
//NTConfig_Script.push("NTFrozenRiver.ntj"); NTConfig_ClearFrozenRiver = false;
//NTConfig_Script.push("NTGlacialTrail.ntj"); NTConfig_ClearGlacialTrail = false;
NTConfig_Script.push("NTIcyCellar.ntj"); NTConfig_ClearIcyCellar = false;
//NTConfig_Script.push("NTDiablo.ntj");
//NTConfig_Script.push("NTTravincal.ntj");
NTConfig_Script.push("NTSummoner.ntj");
NTConfig_Script.push("NTDuriel.ntj");
//NTConfig_Script.push("NTAncientTunnels.ntj");
NTConfig_Script.push("NTCountess.ntj");
//NTConfig_Script.push("NTPit.ntj"); NTConfig_ClearPitLevel1 = 0; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTMausoleum.ntj");
NTConfig_Script.push("NTMephisto.ntj");
NTConfig_Script.push("NTAndariel.ntj");
//NTConfig_Script.push("NTBaal.ntj"); NTConfig_KillBaal = true;
NTConfig_Script.push("NTNihlathak.ntj"); NTConfig_PindleskinExtension = false;
me.maxgametime = 2600; // time in seconds, maximum game length (0 is infinite)
NTConfig_StartDelay = 0; // Delay time in milliseconds to start;
NTConfig_AreaDelay = 5000; // Delay time in milliseconds to change area;
NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer
NTConfig_SkipHealMana = 90; // If you have more than this percent of mana, you won't go to a healer
NTConfig_SkipHealCurses = false;// If you want to skip curses, set to true
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
NTConfig_ResetWeapon = true; // Set to true to reset weapon when reviving merc
NTConfig_LifeThresh = 60; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 40; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 1; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 30; // This is your chicken life percent. If you go below this life total, exit game.
NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game.
NTConfig_MercLifeThresh = 60; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 40; // This is the threshold to use a rejuv potion on your merc in percent.
NTConfig_MercChicken = 20; // This is your mercs chicken life percent. If he goes below this, exit game.
NTConfig_FreeSpace = 4; // Number of free columns. If less full columns are free stashing is set.
// The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it.
NTConfig_Columns[0] = [1,1,0,0,0,0,0,0,0,0];
NTConfig_Columns[1] = [1,1,0,0,0,0,0,0,0,0];
NTConfig_Columns[2] = [1,1,0,0,0,0,0,0,0,0];
NTConfig_Columns[3] = [1,1,0,0,0,0,0,0,0,0];
NTConfig_MinGoldToStash = 100000; // Maximum gold amount carried before going to stash
//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
//----------------------------------------------------------------------------------------------
NTConfig_BeltColType[0] = "hp";
NTConfig_BeltColType[1] = "mp";
NTConfig_BeltColType[2] = "rv";
NTConfig_BeltColType[3] = "rv";
//----------------------------------------------------------------------------
// Minimum amount of potions in each column before needing refilling
// If there's less potions then this number in the column we go and shop.
// Set to 4 to go shopping as soon as there's a potion missing.
// Recommend leaving columns set to "rv" at 0. Since shops won't carry rejuvs.
//----------------------------------------------------------------------------
NTConfig_BeltColMin[0] = 4;
NTConfig_BeltColMin[1] = 4;
NTConfig_BeltColMin[2] = 0;
NTConfig_BeltColMin[3] = 0;
//-----------------------------------------------------------------------------------
// SnagIt configuration
// Here is a list of preset nip files assuming you use nip package.
// If you want to add your own .nip files, just copy any line and enter the
// To disable a .nip file, just add "//" at the start of the line or delete the line.
//-----------------------------------------------------------------------------------
NTConfig_NIPFilePath.push("uniques.nip");
NTConfig_NIPFilePath.push("sets.nip");
NTConfig_NIPFilePath.push("whites.nip");
NTConfig_NIPFilePath.push("runes.nip");
NTConfig_NIPFilePath.push("rares.nip");
NTConfig_NIPFilePath.push("magics.nip");
NTConfig_NIPFilePath.push("gems.nip");
NTConfig_NIPFilePath.push("charmsjewels.nip");
NTConfig_NIPFilePath.push("ringsamulets.nip");
NTConfig_NIPFilePath.push("potions.nip");
NTConfig_NIPFilePath.push("moneymaker.nip");
NTConfig_NIPFilePath.push("keys.nip");
NTConfig_SnagRange = 50; // Radius to check for dropped items. 40 is a good number here
//------------------------------------------------------------------------------
// Attack configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 49; // Cast your first spell once. Set to 0 if you won't
NTConfig_AttackSkill[1] = 49; // Cast your primary spell to boss.
NTConfig_AttackSkill[2] = 49; // Cast your primary spell to others.
NTConfig_AttackSkill[3] = 53; // Cast your primary untimed spell if primary spell is timed spell. Set to 0 if you won't
NTConfig_AttackSkill[4] = 0; // Cast your secondary spell if monster is immune to your primary spell. Set to 0 if you won't
NTConfig_AttackSkill[5] = 0; // Cast your secondary untimed spell if secondary spell is timed spell. Set to 0 if you won't
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.
NTConfig_CheckSafe = true; // Set to true to check for curses, merc and potion (go to town if needed)
NTConfig_CastStatic = 100; // Cast Static Field until monster's HP lower less than this percent. Set to 100 if you won't
}
hoffentlich is des nich zu viel lese kram :X:confused: