JAVA mit d2nt-> kleines Problem

05/03/2010 19:36 morpheuschen666#1
Hi,

Habe mir das Script für die JAVA gehoöt und steh vor einen Problem.

ALSO weiss einfach nicht wo ich einstell das wenn die speere alle sind in die stadt geht und nachfüllt!

is hier zwar beschrieben
Code:
[COLOR="Red"]i removed that function because i wanted to know if that was the cuase of the error. in the NTAttacl, find IsValidMonster and remove the // from
Code:
//if(me.classid == NTC_CHAR_CLASS_AMAZON)
   //   IsBroken();[/COLOR]


also, remove this code from NTA_AmazonSkillInt(index, target)
Code:
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);
   }

ABER FINDE es nicht

hier mal meine Atack
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 10: //Jab
			case 24: //Charged Strike
				_NTA_SkillRange[i] = 3;
				break;
			case 25: //Plague jav
				_NTA_SkillRange[i] = 10;
				break;
			case 30: //Fend
				_NTA_SkillRange[i] = 3;
				break;
			case 35: //Lightning Fury
				_NTA_SkillRange[i] = 12;
				break;
			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;
			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 < 20 && 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 IsBroken()
{
	var _weapon;
	_weapon = me.GetItems();

		if(_weapon)
		{
			for(var i = 0 ; i < _weapon.length ; i++)
			{
				if(_weapon[i].itemflag&0x100)
				{
					if(_weapon[i].itemloc == 4 || _weapon[i].itemloc == 5)
					{
						NTTMGR_VisitTown();
						NTTMGR_TownManager();
					}
					
					break;
				}
			}
		}
	
}
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;
	if(me.classid == NTC_CHAR_CLASS_AMAZON)
		IsBroken();
	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()
{
	
	var _maxindex, _maxskill;
	var _avgskilllevel = new Array();

	_avgskilllevel[0]  = me.GetSkill(35, 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: // 
		NTConfig_AttackSkill[1] = 35;
		NTConfig_AttackSkill[2] = 10;
		NTConfig_AttackSkill[3] = 24;
		NTConfig_AttackSkill[4] = 35;
		break;
	
	}

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


function NTA_AmazonAttackInt(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;
	}

	

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

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

		return 3;
	}

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

		return 3;
	}

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

		return 3;
	}

	return 1;
}

function NTA_AmazonCastSkillInt(index, target)
{
	
	if(target.name == "Baal" || target.name == "Diablo" || target.name == "Mephisto")
	{
		if(GetDistance(me, target) > 3 || !CheckCollision(me, target, 4))
		{
			var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, 3, 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}		
  
		return NTC_CastSkill(24, NTC_HAND_LEFT, target);
		     
	}

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

	

	
		
}

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;
}
Büdde um Hilfe


Habe es nun gefunden.

Nun eine Andere Frage.

Kann mann einstellen das der bot, wenn er keine pots mehr hat sofort in die stadt geht und welche kauft?



THX