D2NT 3.0 Moatscript release!

03/28/2010 18:09 Medix#1
edit
03/28/2010 18:13 Robert9010#2
supi werde ich mal testen sobald meine sorc etwas stärker ist und dann dir mitteilen wie es so läuft =)

danke erstmal für die arbeit !
03/28/2010 18:13 xXSpeedboyXx#3
jo.. Hoffe es gefällt euch.. Also meine gute Tat ;) Thx an beide Pls ;)
03/28/2010 18:17 Knixx#4
Medix

könntest mal deine sorc config upen ... bzw wegen creat tims mir helfen wen ik nur meph mache wirds ja bestimmt bald rd geben :D

so das ich optimale creat ect time habe ohne rd zukrigen :D
03/28/2010 18:17 backbrot#5
dickes thx wegen dem release!
03/28/2010 18:18 Medix#6
Quote:
Originally Posted by Knixx View Post
Medix

könntest mal deine sorc config upen ... bzw wegen creat tims mir helfen wen ik nur meph mache wirds ja bestimmt bald rd geben :D

so das ich optimale creat ect time habe ohne rd zukrigen :D
180sec/game oder 2-3 cdkeys verwenden

würd noch pindle adden als boss klappt super mit ner shice equippten blizzard sorc und glacial spikes dank immune erkennung geht der bot auch sofort zum nxt boss wenn pindle cold immune ist.

Lohnt sich aber nur halb meph mit einem key zu botten imo da er eben manchmal chicken muss wenn der rat dumm steht.
03/28/2010 18:18 xXSpeedboyXx#7
Quote:
Originally Posted by Knixx View Post
Medix

könntest mal deine sorc config upen ... bzw wegen creat tims mir helfen wen ik nur meph mache wirds ja bestimmt bald rd geben :D

so das ich optimale creat ect time habe ohne rd zukrigen :D
einfach starter gehen und die maxgamtime auf 185 machen..

dann klappt das
03/28/2010 18:21 co_cain#8
TOLL JETZT IS MEINS AUCH FERTIG^^
03/28/2010 18:29 Tablet#9
Quote:
Originally Posted by Medix View Post
180sec/game oder 2-3 cdkeys verwenden

würd noch pindle adden als boss klappt super mit ner shice equippten blizzard sorc und glacial spikes dank immune erkennung geht der bot auch sofort zum nxt boss wenn pindle cold immune ist.

Lohnt sich aber nur halb meph mit einem key zu botten imo da er eben manchmal chicken muss wenn der rat dumm steht.
Könntest du mal eben deine Attackzeilen geben? :p
03/28/2010 18:32 Knixx#10
Quote:
Originally Posted by Medix View Post
180sec/game oder 2-3 cdkeys verwenden

würd noch pindle adden als boss klappt super mit ner shice equippten blizzard sorc und glacial spikes dank immune erkennung geht der bot auch sofort zum nxt boss wenn pindle cold immune ist.

Lohnt sich aber nur halb meph mit einem key zu botten imo da er eben manchmal chicken muss wenn der rat dumm steht.
hab 4 kes zu verfügung aber das jetzt zu machend as er wchselt würde bei mir wieder jahre dauern ^^ habs net so drauf :D

// Attack configuration
//------------------------------------------------------------------------------
NTConfig_AttackFirst = 56; // Cast your first spell once. Set to 0 if you won't
NTConfig_AttackBoss = 47; // Cast your primary spell to boss.
NTConfig_AttackOthers = 47; // Cast your primary spell to others.
NTConfig_AttackSecondary = 64; // Cast your Secondary spell if monster is immune to your primary spell. Set to 0 if you won't
NTConfig_ClearPosition = false; // 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

wie hast du die attacken ? alles blizzard?
03/28/2010 18:34 Medix#11
später muss nu gleich los und komm abend wieder und dann update ich das script auch. Hab es in 5mins zusammengestückelt das es läuft und sind noch n paar kleine fehler drin die ich heute abend/morgen ausmerzen werde.
Nichtsdestotrotz schon items im wert von über 200fg damit gemacht :S heute
03/28/2010 18:49 kingb 1992#12
die is ganz top danke aber kann man das einstellen das er schneller wegtelt weil der voll da stehen bleibt
03/28/2010 18:50 sPlitTeR#13
vielen Dank, an den Creater und auch Donater!!

super nice - im ersten Game ist er irgendwie nach dem mephi killt instant geleavt, obwohl pindle auhc noch da war (und ka was für items gedroppt sind) - aber jetzt läufts super!
03/28/2010 18:51 Medix#14
Quote:
Originally Posted by kingb 1992 View Post
die is ganz top danke aber kann man das einstellen das er schneller wegtelt weil der voll da stehen bleibt
im mephisto script in diesem teil hier die delays ändern:


NTC_Delay(600);
NTM_WalkTo(17563, 8072)
NTC_Delay(500);
NTM_WalkTo(17585, 8095)
NTC_Delay(500);
NTM_MoveTo(me.areaid, 17611, 8085)
NTC_Delay(500);
03/28/2010 18:51 co_cain#15
poste hier meine version von dem moat script

die NTAttck.ntl datei

Code:
const NTA_DAMAGE_NONE = 0;
const NTA_DAMAGE_PHYSICAL = 1;
const NTA_DAMAGE_MAGIC = 2;
const NTA_DAMAGE_FIRE = 3;
const NTA_DAMAGE_LIGHTNING = 4;
const NTA_DAMAGE_COLD = 5;
const NTA_DAMAGE_POISON = 6;

var _NTA_SkillHand = new Array(7);
var _NTA_SkillDamage = new Array(7);
var _NTA_SkillRange = new Array(7);

function NTA_Initialize()
{
	if(NTConfig_AttackSkill[1] == 0 || NTConfig_AttackSkill[3] == 0)
		NTA_DetectAttackPattern();

	for(var i = 0 ; i < 7 ; i++)
	{
		if(NTConfig_AttackSkill[i] > 0)
		{
			_NTA_SkillHand[i] = GetBaseStat("skills.txt", NTConfig_AttackSkill[i], 166) ? 2 : NTC_HAND_RIGHT;
			_NTA_SkillDamage[i] = NTA_GetDamageType(NTConfig_AttackSkill[i]);

			switch(NTConfig_AttackSkill[i])
			{
			case 44: //Frost Nova
			case 48: // Nova
				_NTA_SkillRange[i] = 10;
				break;
			case 64: // Frozen Orb
				_NTA_SkillRange[i] = 15;
				break;
			case 97: //Smite
			case 106: //Zeal
			case 112: //Blessed Hammer
				_NTA_SkillRange[i] = 3;
				break;
			case 151: //Whirlwind
				_NTA_SkillRange[i] = 8;
				break;
			case 152: //Berserk
				_NTA_SkillRange[i] = 3;
				break;
			default:
				_NTA_SkillRange[i] = 25;
				break;
			}
		}
	}
}

function NTA_KillMonster(classid)
{
	var _target;

	if(NTConfig_AttackSkill[1] < 1)
		return false;

	_target = NTC_FindUnit(NTC_UNIT_MONSTER, classid, 5);

	if(!_target)
		return false;

	if(_target.IsAttackable())
	{
		var _attackcount = 0;

		while(_attackcount < 300 && NTA_IsValidMonster(_target))
		{
			if(NTA_Attack(_target, (_attackcount%30) == 0) < 2)
				break;

			_attackcount++;
		}
	}

	return (_target.hp <= 0 || _target.mode == 0 || _target.mode == 12);
}

function NTA_ClearPosition(range, pickitem, safelevel)
{
	var _orgx, _orgy;
	var _spectype = [0x0A, 0x01, 0x01];
	var _skiplist;
	var _attackcount = 0;
	var _target;
	var _distance, _mingid, _mindistance;
	var _result;

	if(NTConfig_AttackSkill[1] < 1 || NTConfig_AttackSkill[3] < 1)
		return false;

	switch(arguments.length)
	{
	case 0:
		range = 20;
	case 1:
		pickitem = false;
	case 2:
		safelevel = 0;
	default:
		if(NTConfig_CheckSelfSafe < 0x01 && NTConfig_CheckMercSafe < 0x01)
			safelevel = 0;
		break;
	}

	_orgx = me.x;
	_orgy = me.y;

	for(var i = 0 ; i < _spectype.length ; i++)
	{
		_skiplist = new Array();

		while(_attackcount < (i+1)*100)
		{
			_mindistance = 100000;

			_target = NTC_FindUnit(NTC_UNIT_MONSTER);

			if(_target)
			{
				do
				{
					if(_skiplist.indexOf(_target.gid) < 0)
					{
						if(_target.IsAttackable() && (_target.spectype&_spectype[i]))
						{
							if(GetDistance(_orgx, _orgy, _target.x, _target.y) <= range && NTA_IsValidMonster(_target))
							{
								_distance = GetDistance(me, _target);

								if(_distance < _mindistance)
								{
									_mingid = _target.gid;
									_mindistance = _distance;
								}
							}
						}
						else
							_skiplist.push(_target.gid);
					}
				} while(_target.GetNext());
			}

			if(_mindistance < 100000)
			{
				_target = NTC_FindUnit(NTC_UNIT_MONSTER, _mingid);

				if(_target)
				{
					_result = NTA_Attack(_target, (_attackcount%30) == 0);

					switch(_result)
					{
					case 1:
						_skiplist.push(_mingid);
						break;
					case 2:
					case 3:
						_attackcount++;
						break;
					default:
						return false;
					}
				}
			}
			else
				break;
		}
	}

	if(me.classid == NTC_CHAR_CLASS_PALADIN)
	{
		if(_attackcount > 2 && (parseInt(me.hp*100/me.hpmax) < NTConfig_UseRedemptionHP || parseInt(me.mp*100/me.mpmax) < NTConfig_UseRedemptionMP))
		{
			if(NTC_PutSkill(124, NTC_HAND_RIGHT))
				NTC_PingDelay(1000);
		}
	}

	if(NTConfig_OpenChest)
	{
		_target = NTC_GetSpecialChest();

		if(_target && GetDistance(_orgx, _orgy, _target.x, _target.y) <= range && NTC_OpenChest(_target))
			_attackcount++;
	}

	if(pickitem && _attackcount > 0)
		NTSI_PickItems();

	switch(safelevel)
	{
	case 1:
		return NTTMGR_CheckSafe(0x00, NTConfig_CheckMercSafe&0x01);
	case 2:
		return NTTMGR_CheckSafe(NTConfig_CheckSelfSafe, NTConfig_CheckMercSafe);
	}

	return true;
}

function NTA_ClearLevel(pickitem, safelevel)
{
	var i;
	var _room, _rooms;
	var _distance, _minindex, _mindistance;

	_room = GetRoom();

	if(!_room)
		return false;

	switch(arguments.length)
	{
	case 0:
		pickitem = true;
	case 1:
		safelevel = 2;
	default:
		if(NTConfig_CheckSelfSafe < 0x01 && NTConfig_CheckMercSafe < 0x01)
			safelevel = 0;
		break;
	}

	_rooms = new Array();

	do
	{
		_rooms.push([parseInt(_room.x*5 + _room.xsize*5/2), parseInt(_room.y*5 + _room.ysize*5/2)]);
	} while(_room.GetNext());

	while(_rooms.length > 0)
	{
		_mindistance = 100000;

		for(i = 0 ; i < _rooms.length ; i++)
		{
			_distance = GetDistance(me.x, me.y, _rooms[i][0], _rooms[i][1]);

			if(_distance < _mindistance)
			{
				_minindex = i;
				_mindistance = _distance;
			}
		}

		if(NTM_MoveTo(me.areaid, _rooms[_minindex][0], _rooms[_minindex][1], 1))
		{
			if(!NTA_ClearRoom(pickitem, safelevel))
				return false;

			NTP_DoPrecast(false);
		}

		_rooms.splice(_minindex, 1);
	}

	return true;
}

function NTA_ClearRoom(pickitem, safelevel)
{
	var _room;
	var _spectype = [0x0A, 0x01, 0x01];
	var _skiplist;
	var _attackcount = 0;
	var _target;
	var _distance, _mingid, _mindistance;
	var _result;

	if(NTConfig_AttackSkill[1] < 1 || NTConfig_AttackSkill[3] < 1)
		return false;

	_room = me.GetRoom();

	if(!_room)
		return false;

	switch(arguments.length)
	{
	case 0:
		pickitem = false;
	case 1:
		safelevel = 0;
	default:
		if(NTConfig_CheckSelfSafe < 0x01 && NTConfig_CheckMercSafe < 0x01)
			safelevel = 0;
		break;
	}

	for(var i = 0 ; i < _spectype.length ; i++)
	{
		_skiplist = new Array();

		while(_attackcount < (i+1)*100)
		{
			_mindistance = 100000;

			_target = NTC_FindUnit(NTC_UNIT_MONSTER);

			if(_target)
			{
				do
				{
					if(_skiplist.indexOf(_target.gid) < 0)
					{
						if(_target.IsAttackable() && (_target.spectype&_spectype[i]))
						{
							if(_room.UnitInRoom(_target) && NTA_IsValidMonster(_target))
							{
								_distance = GetDistance(me, _target);

								if(_distance < _mindistance)
								{
									_mingid = _target.gid;
									_mindistance = _distance;
								}
							}
						}
						else
							_skiplist.push(_target.gid);
					}
				} while(_target.GetNext());
			}

			if(_mindistance < 100000)
			{
				_target = NTC_FindUnit(NTC_UNIT_MONSTER, _mingid);

				if(_target)
				{
					_result = NTA_Attack(_target, (_attackcount%30) == 0);

					switch(_result)
					{
					case 1:
						_skiplist.push(_mingid);
						break;
					case 2:
					case 3:
						_attackcount++;
						break;
					default:
						return false;
					}
				}
			}
			else
				break;
		}
	}

	if(me.classid == NTC_CHAR_CLASS_PALADIN)
	{
		if(_attackcount > 2 && (parseInt(me.hp*100/me.hpmax) < NTConfig_UseRedemptionHP || parseInt(me.mp*100/me.mpmax) < NTConfig_UseRedemptionMP))
		{
			if(NTC_PutSkill(124, NTC_HAND_RIGHT))
				NTC_PingDelay(1000);
		}
	}

	if(NTConfig_OpenChest)
	{
		_target = NTC_GetSpecialChest();

		if(_target && _room.UnitInRoom(_target) && NTC_OpenChest(_target))
			_attackcount++;
	}

	if(pickitem && _attackcount > 0)
		NTSI_PickItems();

	switch(safelevel)
	{
	case 1:
		return NTTMGR_CheckSafe(0x00, NTConfig_CheckMercSafe&0x01);
	case 2:
		return NTTMGR_CheckSafe(NTConfig_CheckSelfSafe, NTConfig_CheckMercSafe);
	}

	return true;
}

function NTA_IsValidMonster(monster)
{
	var _classid;

	if(monster.hp <= 0 || monster.mode == 0 || monster.mode == 12)
		return false;

	_classid = monster.classid;

	if(((_classid >= 110 && _classid <= 113) || _classid == 608) && monster.mode == 8) // ignore flying scavengers
		return false;

	if(_classid == 68 && monster.mode == 14) // ignore burrowing maggots
		return false;

	if(_classid >= 258 && _classid <= 263 && monster.mode == 14) // ignore submerged WaterWatchers
		return false;

	if(monster.GetState(53) || monster.GetState(96)) // Conversion, Revive
		return false;

	return true;
}

function NTA_GetDamageType(skillid)
{
	if(skillid == 74) // Corpse Explosion
		return NTA_DAMAGE_PHYSICAL;

	if(skillid == 112) // Blessed Hammer
		return NTA_DAMAGE_NONE;

	switch(GetBaseStat("skills.txt", skillid, 233))
	{
	case "cold":
		return NTA_DAMAGE_COLD;
	case "fire":
		return NTA_DAMAGE_FIRE;
	case "ltng":
		return NTA_DAMAGE_LIGHTNING;
	case "mag":
		return NTA_DAMAGE_MAGIC;
	case "pois":
		return NTA_DAMAGE_POISON;
	case "stun":
		return NTA_DAMAGE_NONE;
	default:
		if(GetBaseStat("skills.txt", skillid, 178) || GetBaseStat("skills.txt", skillid, 182)) // aura or passive
			return NTA_DAMAGE_NONE;
	}

	return NTA_DAMAGE_PHYSICAL;
}

function NTA_GetResistance(enemy, type)
{
	switch(type)
	{
	case NTA_DAMAGE_PHYSICAL:
		return enemy.GetStat(36);
	case NTA_DAMAGE_MAGIC:
		return enemy.GetStat(37);
	case NTA_DAMAGE_FIRE:
		return enemy.GetStat(39);
	case NTA_DAMAGE_LIGHTNING:
		return enemy.GetStat(41);
	case NTA_DAMAGE_COLD:
		return enemy.GetStat(43);
	case NTA_DAMAGE_POISON:
		return enemy.GetStat(45);
	}

	return 0;
}

function NTA_DetectAttackPattern()
{
	switch(me.classid)
	{
	case NTC_CHAR_CLASS_AMAZON:
		return NTA_AmazonAttackPatternInt();
	case NTC_CHAR_CLASS_SORCERESS:
		return NTA_SorceressAttackPatternInt();
	case NTC_CHAR_CLASS_NECROMANCER:
		return NTA_NecromancerAttackPatternInt();
	case NTC_CHAR_CLASS_PALADIN:
		return NTA_PaladinAttackPatternInt();
	case NTC_CHAR_CLASS_BARBARIAN:
		return NTA_BarbarianAttackPatternInt();
	case NTC_CHAR_CLASS_DRUID:
		return NTA_DruidAttackPatternInt();
	case NTC_CHAR_CLASS_ASSASSIN:
		return NTA_AssassinAttackPatternInt();
	}

	return false;
}

// Return value : 0 = Unrecoverable process, 1 = Unavailable attack, 2 = Onetime fail, 3 = Success
function NTA_Attack(target, firstorder)
{
	switch(me.classid)
	{
	case NTC_CHAR_CLASS_AMAZON:
		return NTA_AmazonAttackInt(target, firstorder);
	case NTC_CHAR_CLASS_SORCERESS:
		return NTA_SorceressAttackInt(target, firstorder);
	case NTC_CHAR_CLASS_NECROMANCER:
		return NTA_NecromancerAttackInt(target, firstorder);
	case NTC_CHAR_CLASS_PALADIN:
		return NTA_PaladinAttackInt(target, firstorder);
	case NTC_CHAR_CLASS_BARBARIAN:
		return NTA_BarbarianAttackInt(target, firstorder);
	case NTC_CHAR_CLASS_DRUID:
		return NTA_DruidAttackInt(target, firstorder);
	case NTC_CHAR_CLASS_ASSASSIN:
		return NTA_AssassinAttackInt(target, firstorder);
	}

	return 0;
}

// Internal function
function NTA_AmazonAttackPatternInt()
{
	return false;
}

function NTA_AmazonAttackInt(target, firstorder)
{
	return 1;
}

function NTA_AmazonCastSkillInt(index, target)
{
	return false;
}

function NTA_SorceressAttackPatternInt()
{
	var _maxindex, _maxskill;
	var _avgskilllevel = new Array();

	_avgskilllevel[0] = parseInt((me.GetSkill(59, false)+me.GetSkill(39, false)+me.GetSkill(45, false)+me.GetSkill(55, false))/4);
	_avgskilllevel[1] = parseInt((me.GetSkill(53, false)+me.GetSkill(38, false)+me.GetSkill(48, false)+me.GetSkill(49, false))/4);
	_avgskilllevel[2] = parseInt((me.GetSkill(47, false)+me.GetSkill(36, false)+me.GetSkill(56, false)+me.GetSkill(64, false))/4);
	_avgskilllevel[3] = parseInt((me.GetSkill(47, false)+me.GetSkill(36, false)+me.GetSkill(56, false))/3);

	_maxindex = -1;
	_maxskill = 0;

	for(var i = 0 ; i < _avgskilllevel.length ; i++)
	{
		if(_avgskilllevel[i] > _maxskill)
		{
			_maxindex = i;
			_maxskill = _avgskilllevel[i];
		}
	}

	switch(_maxindex)
	{
	case 0: // Blizzard + Glacial Spike
		NTConfig_AttackSkill[1] = 59;
		NTConfig_AttackSkill[2] = 55;
		NTConfig_AttackSkill[3] = 59;
		NTConfig_AttackSkill[4] = 55;
		break;
	case 1: // Chain Lightning + Lightning
		NTConfig_AttackSkill[1] = 49;
		NTConfig_AttackSkill[3] = 53;
		break;
	case 2: // Fire Ball + Frozen Orb
		NTConfig_AttackSkill[0] = 64;
		NTConfig_AttackSkill[1] = 47;
		NTConfig_AttackSkill[3] = 47;
		NTConfig_AttackSkill[5] = 64;
		NTConfig_AttackSkill[6] = 55;
		break;
	case 3: // Fire Ball + Meteor
		NTConfig_AttackSkill[1] = 56;
		NTConfig_AttackSkill[2] = 47;
		NTConfig_AttackSkill[3] = 56;
		NTConfig_AttackSkill[4] = 47;
		break;
	}

	return (NTConfig_AttackSkill[1] && NTConfig_AttackSkill[3]);
}

function NTA_SorceressAttackInt(target, firstorder)
{
	var _primaryindex;

	if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe&0x10, NTConfig_CheckMercSafe&0x10))
	{
		if(!NTTMGR_VisitTown())
			return 0;
	}

	if(firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100 && me.GetSkillStatus(NTConfig_AttackSkill[0]) != 8)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[0] || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[0], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}

		if(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
			return 2;

		return 3;
	}

	if(NTConfig_CastStatic < 100 && parseInt(target.hp*100/target.hpmax) > NTConfig_CastStatic && NTA_GetResistance(target, NTA_DAMAGE_LIGHTNING) <= 80)
	{
		var _staticlevel = NTC_GetSkillLevel(42);

		if(_staticlevel > 0)
		{
			var _staticrange;
			var _castx, _casty;

			_staticrange = Math.floor((5+_staticlevel-1)*2/3);

			if(GetDistance(me, target) > _staticrange || !CheckCollision(me, target, 6))
			{
				var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _staticrange, 6);

				if(_pos)
					NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
			}

			if(target.x < me.x)
				_castx = me.x - 1;
			else if(target.x > me.x)
				_castx = me.x + 1;
			else
				_castx = me.x;

			if(target.y < me.y)
				_casty = me.y - 1;
			else if(target.y > me.y)
				_casty = me.y + 1;
			else
				_casty = me.y;

			if(!CheckCollision(target.areaid, _castx, _casty, 1))
			{
				_castx = me.x;
				_casty = me.y;
			}

			if(!NTC_CastSkill(42, NTC_HAND_RIGHT, _castx, _casty))
				return 2;

			return 3;
		}
	}

	_primaryindex = (target.spectype&0x0A) ? 1 : 3;

	if(NTA_GetResistance(target, _NTA_SkillDamage[_primaryindex]) <= 90)
	{
		if(!NTA_SorceressCastSkillInt(_primaryindex, target))
			return 2;

		return 3;
	}

	if(NTConfig_AttackSkill[5] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[5]) <= 80)
	{
		if(!NTA_SorceressCastSkillInt(5, target))
			return 2;

		return 3;
	}

	if(NTA_GetResistance(target, _NTA_SkillDamage[_primaryindex]) < 100 || (_primaryindex == 1 && NTC_GetMerc()))
	{
		if(!NTA_SorceressCastSkillInt(_primaryindex, target))
			return 2;

		return 3;
	}

	return 1;
}

function NTA_SorceressCastSkillInt(index, target)
{
	if(me.GetSkillStatus(NTConfig_AttackSkill[index]) != 8)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}

		return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
	}

	if(NTConfig_AttackSkill[index+1] > 0)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index+1] || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index+1], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}

		return NTC_CastSkill(NTConfig_AttackSkill[index+1], _NTA_SkillHand[index+1], target);
	}

	for(var i = 0 ; i < 25 ; i++)
	{
		NTC_Delay(NTC_DELAY_FRAME);

		if(me.GetSkillStatus(NTConfig_AttackSkill[index]) != 8)
			break;
	}

	return false;
}

function NTA_NecromancerAttackPatternInt()
{
	return false;
}

function NTA_NecromancerAttackInt(target, firstorder)
{
	return 1;
}

function NTA_NecromancerCastSkillInt(index, target)
{
	return false;
}

function NTA_PaladinAttackPatternInt()
{
	var _maxindex, _maxskill;
	var _avgskilllevel = new Array();

	_avgskilllevel[0] = parseInt((me.GetSkill(112, false)+me.GetSkill(108, false)+me.GetSkill(115, false))/3);
	_avgskilllevel[1] = parseInt((me.GetSkill(106, false)+me.GetSkill(96, false))/2);
	_avgskilllevel[2] = parseInt((me.GetSkill(121, false)+me.GetSkill(101, false)+me.GetSkill(118, false))/3);

	_maxindex = -1;
	_maxskill = 0;

	for(var i = 0 ; i < _avgskilllevel.length ; i++)
	{
		if(_avgskilllevel[i] > _maxskill)
		{
			_maxindex = i;
			_maxskill = _avgskilllevel[i];
		}
	}

	switch(_maxindex)
	{
	case 0: // Blessed Hammer
		NTConfig_AttackSkill[1] = 112;
		NTConfig_AttackSkill[2] = 113;
		NTConfig_AttackSkill[3] = 112;
		NTConfig_AttackSkill[4] = 113;
		break;
	case 1: // Zeal
		NTConfig_AttackSkill[1] = 106;
		NTConfig_AttackSkill[2] = 122;
		NTConfig_AttackSkill[3] = 106;
		NTConfig_AttackSkill[4] = 122;
		break;
	case 2: // Fist of the Heavens
		NTConfig_AttackSkill[1] = 121;
		NTConfig_AttackSkill[2] = 123;
		NTConfig_AttackSkill[3] = 121;
		NTConfig_AttackSkill[4] = 123;
		break;
	}

	return (NTConfig_AttackSkill[1] && NTConfig_AttackSkill[3]);
}

function NTA_PaladinAttackInt(target, firstorder)
{
	var _primaryindex;

	if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe&0x10, NTConfig_CheckMercSafe&0x10))
	{
		if(!NTTMGR_VisitTown())
			return 0;
	}

	if(firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[0] || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[0], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}

		if(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
			return 2;

		return 3;
	}

	_primaryindex = (target.spectype&0x0A) ? 1 : 3;

	if(NTA_GetResistance(target, _NTA_SkillDamage[_primaryindex]) < 100)
	{
		if(_NTA_SkillRange[_primaryindex] < 4 && !CheckCollision(target.areaid, target.x, target.y, 1))
			return 1;

		if(!NTA_PaladinCastSkillInt(_primaryindex, target))
			return 2;

		return 3;
	}

	if(NTConfig_AttackSkill[5] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[5]) < 100)
	{
		if(_NTA_SkillRange[5] < 4 && !CheckCollision(target.areaid, target.x, target.y, 1))
			return 1;

		if(!NTA_PaladinCastSkillInt(5, target))
			return 2;

		return 3;
	}

	return 1;
}

function NTA_PaladinCastSkillInt(index, target)
{
	if(NTConfig_AttackSkill[index] == 112)
	{
		if(me.x-target.x < 1 || me.x-target.x > 2 || me.y-target.y < 1 || me.y-target.y > 2)
		{
			if(CheckCollision(target.areaid, target.x+2, target.y+2, 1))
				NTM_MoveTo(target.areaid, target.x+2, target.y+2, 0);
			else if(me.x-target.x < -4 || me.x-target.x > 2 || me.y-target.y < 0 || me.y-target.y > 2)
				NTM_MoveTo(target.areaid, target.x-4, target.y, 0);
		}
	}
	else
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}
	}

	if(NTConfig_AttackSkill[index+1] > 0)
		NTC_PutSkill(NTConfig_AttackSkill[index+1], NTC_HAND_RIGHT);

	return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
}

function NTA_BarbarianAttackPatternInt()
{
	var _maxindex, _maxskill;
	var _avgskilllevel = new Array();

	_avgskilllevel[0] = me.GetSkill(151, false);

	_maxindex = -1;
	_maxskill = 0;

	for(var i = 0 ; i < _avgskilllevel.length ; i++)
	{
		if(_avgskilllevel[i] > _maxskill)
		{
			_maxindex = i;
			_maxskill = _avgskilllevel[i];
		}
	}

	switch(_maxindex)
	{
	case 0: // Whirlwind
		NTConfig_AttackSkill[1] = 151;
		NTConfig_AttackSkill[3] = 151;
		NTConfig_AttackSkill[5] = 152;
		break;
	}

	return (NTConfig_AttackSkill[1] && NTConfig_AttackSkill[3]);
}

function NTA_BarbarianAttackInt(target, firstorder)
{
	var _primaryindex;

	if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe&0x10, NTConfig_CheckMercSafe&0x10))
	{
		if(!NTTMGR_VisitTown())
			return 0;
	}

	if(firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[0] || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[0], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}

		if(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
			return 2;

		return 3;
	}

	_primaryindex = (target.spectype&0x0A) ? 1 : 3;

	if(NTA_GetResistance(target, _NTA_SkillDamage[_primaryindex]) < 100)
	{
		if((_NTA_SkillRange[_primaryindex] < 4 || NTConfig_AttackSkill[_primaryindex] == 151) && !CheckCollision(target.areaid, target.x, target.y, 1))
			return 1;

		if(!NTA_BarbarianCastSkillInt(_primaryindex, target))
			return 2;

		return 3;
	}

	if(NTConfig_AttackSkill[5] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[5]) < 100)
	{
		if((_NTA_SkillRange[5] < 4 || NTConfig_AttackSkill[5] == 151) && !CheckCollision(target.areaid, target.x, target.y, 1))
			return 1;

		if(!NTA_BarbarianCastSkillInt(5, target))
			return 2;

		return 3;
	}

	return 1;
}

function NTA_BarbarianCastSkillInt(index, target)
{
	if(NTConfig_AttackSkill[index] == 151)
	{
		var _castx, _casty;

		if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 5))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 5);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}

		_castx =  target.x > me.x ? target.x+3 : target.x-3;
		_casty =  target.y > me.y ? target.y+3 : target.y-3;

		return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], _castx, _casty);
	}

	if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
	{
		var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 4);

		if(_pos)
			NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
	}

	return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
}

function NTA_DruidAttackPatternInt()
{
	return false;
}

function NTA_DruidAttackInt(target, firstorder)
{
	return 1;
}

function NTA_DruidCastSkillInt(index, target)
{
	return false;
}

function NTA_AssassinAttackPatternInt()
{
	return false;
}

function NTA_AssassinAttackInt(target, firstorder)
{
	return 1;
}

function NTA_AssassinCastSkillInt(index, target)
{
	return false;
}

function NTA_MoveCloseInt(target, maxrange)
{
	var _dist = GetDistance(me, target);
	
	if(NTConfig_Moattrick == 1)
	{
	if(me.areaid == 102)
	{
	var _dist = 1
	}
	}	

	if(_dist > maxrange)
	{
		var _destx, _desty;

		_destx = me.x + Math.round((_dist-maxrange)*(target.x-me.x) / _dist);
		_desty = me.y + Math.round((_dist-maxrange)*(target.y-me.y) / _dist);

		return NTM_MoveTo(me.areaid, _destx, _desty, 0);
	}

	return true;
}

function NTA_SortRoomInt(a, b)
{
	if(GetDistance(me.x, me.y, a[0], a[1]) < GetDistance(me.x, me.y, b[0], b[1]))
		return -1;

	return 1;
}

function NTA_MFswitch(boss, target)
{
	if(NTConfig_Weaponswitch == 1 && boss && target.hp <= NTConfig_HpForSwitch)
	{
		if(target.classid == (156 || 211 || 242 || 243 || 545))
		{
		NTC_SwapWeapons(0)
		}
	}
}
hier mein mephisto script

Code:
function NTMain()
{
	Include("libs/common/NTCommon.ntl");
	NTC_IncludeLibs();
	NTC_IncludeConfig("NTBot/char_configs");

	NT_LoadConfig();
	NTSI_LoadNIPFiles("NTBot/item_configs");

	NTA_Initialize();

	if(NTConfig_Moattrick == 1)
	{
		Print("ÿc; using Moattrick")
	}
	if(NTConfig_Weaponswitch == 1)
	{
		Print("ÿc; using Weaponswitch")
	}

	if(!NTTM_CheckAct())
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTTM_CheckAct()");
		return;
	}

	NTTMGR_TownManager();

	if(!NTTM_TownMove("waypoint"))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTTM_TownMove()");
		return;
	}

	if(!NTM_TakeWaypoint(101))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTM_TakeWaypoint()");
		return;
	}

        NTC_SwapWeapons(1) //switch to weaponslot 1

	NTP_DoPrecast();


	if(!NTM_MoveToStair(me.areaid, 102))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTM_MoveToStair()");
		return;
	}

	if(!NTM_TakeStair(102))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTM_TakeStair()");
		return;
	}

	if(!NTTMGR_CheckSafe(NTConfig_CheckSelfSafe, NTConfig_CheckMercSafe))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTTMGR_CheckSafe()");
		return;
	}

	if(!NTM_MoveTo(me.areaid, 17564, 8069))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTM_MoveTo()");
		return;
	}

	NTC_Delay(200);

	NTM_MoveTo(me.areaid, 17564, 8069);

	if(NTConfig_Moattrick == 1)
	{
	Print("ÿc; Start Moattrick");
   	NTC_Delay(200);
   	NTM_WalkTo(17560, 8067)
   	NTC_Delay(1000);
   	NTM_MoveTo(17563, 8072)
   	NTC_Delay(1000);
   	NTM_WalkTo(17584, 8091)
   	NTC_Delay(2000);
	NTM_MoveTo(me.areaid, 17600, 8095)
   	NTC_Delay(1000);
   	NTM_MoveTo(me.areaid, 17610, 8095);
	}
	
	if(!NTA_KillMonster(242))
	{
		NTC_SendMsgToScript("NTBotGame.ntj", "NTA_KillMonster()");
		return;
	}
	

	if(NTConfig_ClearPosition)
		NTA_ClearPosition();

	NTSI_PickItems();

	if(NTConfig_OpenChest)
	{
		var _chest;

		if(NTM_MoveTo(me.areaid, 17520, 8063))
			NTA_ClearPosition(30, true);

		_chest = NTC_FindUnit(NTC_UNIT_OBJECT, GetLocaleString(3260), 1);

		if(_chest)
		{
			do
			{
				if(_chest.x == 17513 && _chest.y == 8063)
				{
					if(NTC_OpenChest(_chest))
						NTSI_PickItems();

					break;
				}
			} while(_chest.GetNext());
		}
	}

	NTC_SendMsgToScript("NTBotGame.ntj", "SCRIPT_END");
}
dann müsst ihr in eure char config in die NTConfig_Sorceress datei dies eintragen

Code:
	NTConfig_Weaponswitch = 0;  //using Weaponswitch? 1=yes ; 0=no
	NTConfig_HpForSwitch = 50;  //boss-hp percent at wich the bot will do weaponswitch. stronger chars should set this to 100
	NTConfig_Moattrick = 1;     //using Moattrick? 1=yes ; 0=no
viel spass