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[Release] Muddy's D2NT

Discussion on [Release] Muddy's D2NT within the Diablo 2 Programming forum part of the Diablo 2 category.

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Old 05/01/2011, 16:33   #1636
 
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Quote:
Originally Posted by Shrimps in Bierteig View Post
Also du hast dort wo "Default" steht (bei muddys zitat), Pornobaal eingetragen? So versteh ich dich jetzt zumindest. Wen ich dich missverstehe tut es mir leid. Jedoch wen nicht, solltest du bei "Default" deinen Accname eintragen.

mfg
Ja, das hast du richtig verstenden.
Also ich soll da meinen Accnamen eintragen, obwohl ich einen anderen Chat joinen will?

€: Alles klar! Perfekt! Es läuft nun 1A!!!

Ich danke Euch!
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Old 05/01/2011, 16:37   #1637
 
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Quote:
Originally Posted by DjCybo View Post
Ja, das hast du richtig verstenden.
Also ich soll da meinen Accnamen eintragen, obwohl ich einen anderen Chat joinen will?
Ja, so wie ich den Post von Muddy verstehe, müsstest du dor "charname/accountname" reinschreiben. Damit der Bot weiss, das er mit dem spezifischen Char, in den oben angegeben Channel joinen soll.

Korrigiert mich bitte fals ich falsch liege.
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Old 05/01/2011, 16:40   #1638
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Quote:
Originally Posted by Onkarion View Post
Hallo Muddy,

Wie würde das mit dem zufällig Skills casten funktionieren? Würde er dann zufällig zwischen AttackSkill[8] und [9] entscheiden?

Ich will es mit Telekinese eher testen, ob sie beides castet. Weil ich nur noch 1 Respec frei habe, will ich ungern verskillen. Da sie bald ein Lvlup kriegt, würde ich den dann in Nova setzen. Es gibt im Blitzbaum ja leider keine Skills mit Cast Delay und für ThunderStorm sind es mir zu viele Durchgangsskills.

Grüße
Onkarion
Zum Beispiel so:
Durch entsprechende Modulation des Wertebereichs der Zufallszahl bzw. des zu überprüfenden Bereichs kannst du die Wahrscheinlichkeiten variieren.

Quote:
Originally Posted by DjCybo View Post
*Seufz* Das funzt nicht. Ich habe dort nun "Pornobaal" eingetragen, weil er ja dann (so wie ich es verstanden habe) den oben angegebenen Channel "op Pornobaal" joinen sollte?!
Leider joint er nach wie vor einen deutschen Default-Channel und eröffnet dann ein normales Spiel.
Bevor oben in der Informationsleiste der Gamecounter erscheint, steht dort in rot "Chat actions disabled!" und blinkt etwa 3 Mal auf. (Weiß nicht, ob das relevant ist...

LG
Ja, das ist relevant, das sagt dir, dass dein Char nicht als Channel User registriert wurde, weil der Char- bzw. Accountname nicht, oder aber falsch eingetragen wurde. Überprüf das nochmal.
Achja, der Entry Point wird nur beim Start geladen, etwaige Änderungen kommen also erst nach einem Neustart der D2 Instanz zum Tragen.

LG
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Old 05/02/2011, 12:20   #1639
 
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Quote:
Originally Posted by Onkarion View Post
Guck mal Post #1486 auf Seite 149 dieses Threads, da hat Muddy was gepostet, was dich betreffen würde.
Ich habe das Problem mit meiner Blizzard only sorc, dass sie sich immer direkt in die Gruppe de seis teleportiert und auch nicht Blizzard anschmeißt. Habe schon die Koordinaten geändert aber sie portet sich dann doch wieder direkt in die Gruppe. Das geht solange bis der bot ein chicken auslöst

Würde so gern mal das Diablo script ausprobieren...
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Old 05/02/2011, 12:31   #1640
 
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Quote:
Originally Posted by Eichenlaub View Post
Ich habe das Problem mit meiner Blizzard only sorc, dass sie sich immer direkt in die Gruppe de seis teleportiert und auch nicht Blizzard anschmeißt. Habe schon die Koordinaten geändert aber sie portet sich dann doch wieder direkt in die Gruppe. Das geht solange bis der bot ein chicken auslöst

Würde so gern mal das Diablo script ausprobieren...
wenn sie sich immer noch in die Gruppe teleportiert, hast du die Koordinaten afaik nicht richtig geändert.

Kontrollier es lieber nochmal..

Lg
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Old 05/02/2011, 12:40   #1641
 
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meine Funktion sieht folgendermaßen aus:
Code:
function NT_OpenDeSeisSealInt(type)
{
	var i, n;
	var _attackpos = [7780, 5255, 7800, 5255, 7800, 5235, 7780, 5235];
	var _monstername = GetLocaleString(2852);
	var _deSeis, _dist;

	if(type == 1)
		_attackpos.push(7773, 5215, 7773, 5197, 7794, 5196, 7813, 5189, 7814, 5171, 7804, 5156, 7787, 5154);
	else
		_attackpos.push(7811, 5216, 7810, 5197, 7787, 5192, 7772, 5183, 7773, 5166, 7784, 5154, 7800, 5154);
		
	switch(me.classid)
	{
		case NTC_CHAR_CLASS_BARBARIAN:
		case NTC_CHAR_CLASS_PALADIN:
			_dist = 8;
			break;
		case NTC_CHAR_CLASS_DRUID:
			_dist = 10;
			break;
		default:
			_dist = 12;
	}
	
	for(i = 0; i < _attackpos.length; i += 2)
	{
		NTM_MoveTo(me.areaid, _attackpos[i], _attackpos[i+1]);

		NTA_ClearPosition(30, true, 2);
	}

	for(i = 0; i < 4; i++)
	{
		if(type == 1)
		{
			MW_OpenSeal(394);
			
			NTM_MoveTo(me.areaid, 7791, 5198);
			
			_deSeis = NTC_FindUnit(NTC_UNIT_MONSTER, _monstername, 3);
			
			if(_deSeis)
			{
				if(_deSeis.y >= 5185)
					NTM_MoveTo(me.areaid, 7776, _deSeis.y - _dist);
				else
					NTM_MoveTo(me.areaid, 7776, _deSeis.y + _dist);
			}
			else
				NTA_ClearPosition(20);
		}
		else
		{
			MW_OpenSeal(394);

			NTM_MoveTo(me.areaid, 7789, 5154);
			
			_deSeis = NTC_FindUnit(NTC_UNIT_MONSTER, _monstername, 3);
			
			if(_deSeis && _deSeis.y + _dist <= 5201)
			{
				if(!NTM_MoveTo(me.areaid, 7776, _deSeis.y + _dist))
					NTM_MoveTo(me.areaid, 7776, _deSeis.y - _dist);
			}
			else
				//NTM_MoveTo(me.areaid, 7776, 5195);
				NTM_MoveTo(me.areaid, 7791, 5192);  //http://www.elitepvpers.com/forum/diablo-2-programming/604083-release-muddys-d2nt-149.html#post10261655
		}

		for(n = 0; n < 10; n++)
		{
			NTC_Delay(200);

			if(NTA_KillMonster(_monstername))
			{
				NTA_ClearPosition(30);
				NTSI_PickItems();

				return NTM_MoveTo(me.areaid, 7800, 5255, 3, true);
			}
		}
	}

	return false;
}
meine attack einstellungen:
Code:
	NTConfig_AttackSkill[0] = MWS_GLACIAL_SPIKE;		// This skill is used once whenever attacking a new target. Set to 0 to deactivate.
	NTConfig_AttackSkill[1] = MWS_BLIZZARD;	// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_ICE_BLAST;	// Primary untimed skill to boss. Set to 0 to deactivate.
	NTConfig_AttackSkill[3] = MWS_BLIZZARD;	// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_ICE_BLAST;	// Primary untimed skill to others. Set to 0 to deactivate.
	NTConfig_AttackSkill[5] = 0;		// Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[6] = 0;	// Secondary untimed skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[7] = 0;	// Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed skills. Set to 0 to deactivate.

edit:
ich habe noch eine Frage zum rush bot:
In Akt 3 wartet mein Leader am TP hinter dem Tempel des Rates, obwohl mein leecher schon hindurch geschritten ist? Kann ich das irgendwie einstellen - per ingame chat - damit der leecher sein ok gibt, dass der leader nun den Rat killen kann?

Und wie kann ich einstellen, dass wenn der leader in der lobby den leecher erkennt, dass der leecher das Spiel eröffnet und dann der leader joint (wegen quests/ rush)?
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Old 05/02/2011, 17:20   #1642
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Das sieht eigentlich soweit gut aus, keine Ahnung warum deine Sorc das anders sieht.
Macht sie dass denn grundsätzlich oder nur in bestimmten Situationen?

Zu der Rush Sache:
Der Char ist aber schon als aktiver Quester registriert, oder?
Dann sollte der Rusher das eigentlich tun. Ansonsten könntest du mal versuchen, den Quester zu invalidieren (--> ".InvalidateQuester" eintippen).

Dein anderes Vorhaben ist mit meiner Version so nicht umsetzbar.

LG
Muddy
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Old 05/02/2011, 21:56   #1643
 
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hab mir grad nen 2. botbarb fertig gemacht, aber der hat komischerweilse bei ca jedem 2. run nen prob mit travi.
NTM_MoveTo() failed (Travincal)

wondert mich, da der andere barb das problem nicht hat...
wer ne ahnung woran das liegen könnte?
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Old 05/02/2011, 22:40   #1644
 
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Quote:
Originally Posted by BigFatMonster View Post
hab mir grad nen 2. botbarb fertig gemacht, aber der hat komischerweilse bei ca jedem 2. run nen prob mit travi.
NTM_MoveTo() failed (Travincal)

wondert mich, da der andere barb das problem nicht hat...
wer ne ahnung woran das liegen könnte?
Eni benutzen?
d2 english?
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Old 05/02/2011, 22:58   #1645
 
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ja haballes exakt genauso wie beim anderen barb der problemlos läuft^^
das is ja das komische

der hat sonen fehler ma alle 50 games oder so, wenns laggt halt.
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Old 05/03/2011, 09:37   #1646
 
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nur ne Idee:

lässt du beide gleichzeitig laufen? Schafft das dein Rechner vlt einfach nicht?
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Old 05/03/2011, 09:47   #1647
 
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dann müsste der andere ja auch die gleichen errors bekommen oder nich?
naja werd das ma weiter beobachten, den fehler hat er wenn dann nur bei travi.
hab dem jetzt einfach ma nen bissel mehr zu tun gegeben, dass er net zu kurze runsmacht, wenn er travi skippt..^^
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Old 05/03/2011, 11:14   #1648
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Also wenn das tatsächlich so selten auftritt wie du sagst, würde ich mir da keine weiteren Gedanken drüber machen.
Dass eine Funktion innerhalb eines Scripts ab und an mal ein false zurückliefert ist normal und nicht weiter schlimm.

Interessant wird es erst, wenn Fehler immer wieder und sehr häufig auftreten
und dann auch noch reproduzierbar sind.

LG
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Old 05/03/2011, 12:07   #1649
 
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also heute kam der fehler nichmehr vor.
war gestern nur so, dass bei dem einen barb in ca jedem 2. rund der gleiche fehler kam.

dass son fehler immer ma auftreten kann is mir schon klar.
son bot is nunma nich perfekt:P
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Old 05/03/2011, 13:05   #1650
 
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Quote:
Originally Posted by Muddy_Waters View Post
Ja, aber eventuell nicht mit der aktuell veröffentlichten Version.

Ich selber habe es bei mir so eingestellt, dass doppelt Immune einfach mit FB beschossen werden. Das eignet sich für Countess Runs ganz gut, weil die Wahrscheinlichkeit, dass die Diener dabei in die Schusslinie geraten hoch ist.

Meine Attack Config sieht dazu so aus:
Code:
	//------------------------------------------------------------------------------
	// Attack Configuration
	//------------------------------------------------------------------------------
	
	// Specify your attack skills below. NOTE: Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl".
	NTConfig_AttackSkill[0] = MWS_METEOR;			// This skill is used once whenever attacking a new target. Set to 0 to deactivate.
	NTConfig_AttackSkill[1] = MWS_METEOR;			// Primary skill to bosses.
	NTConfig_AttackSkill[2] = MWS_FIRE_BALL;		// Primary untimed skill to boss. Set to 0 to deactivate.
	NTConfig_AttackSkill[3] = MWS_METEOR;			// Primary skill to others.
	NTConfig_AttackSkill[4] = MWS_FIRE_BALL;		// Primary untimed skill to others. Set to 0 to deactivate.
	NTConfig_AttackSkill[5] = MWS_BLIZZARD;			// Secondary skill in case monster is immune to primary skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[6] = MWS_GLACIAL_SPIKE;	// Secondary untimed skill. Set to 0 to deactivate.
	NTConfig_AttackSkill[7] = MWS_ICE_BLAST;		// Alternative untimed skill which is used if the target is immune to your untimed skill - mostly useful for FB/FO/Meteor sorcs or other sorcs that are using the same untimed skills. Set to 0 to deactivate.

	// Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts.
	NTConfig_ClearPosition = true;
	
	// Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often.
	MWConfig_ClearBossPosition = false;
	
	// This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition.
	MWConfig_AttacksBeforeRepositioning = 50;

	// Define a time limit for your attacks for each type of monster.
	MWConfig_AttackTimeLimit[0] = 20;	// Maximum time in seconds to attack a normal monster
	MWConfig_AttackTimeLimit[1] = 120;	// Maximum time in seconds to attack a super unique monster
	MWConfig_AttackTimeLimit[2] = 30;	// Maximum time in seconds to attack a champion
	MWConfig_AttackTimeLimit[3] = 120;	// Maximum time in seconds to attack a bosse
	MWConfig_AttackTimeLimit[4] = 30;	// Maximum time in seconds to attack a minion
	
	// Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be.
	MWConfig_CheckImmunitySkills = [0, 5];
	
	// Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above.
	// 0: Don't do anything. (D2NT default)
	// 1: Get close to the monster, use static field if the monster is not immune to lightning.
	// 2: Skip the monster.
	// 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9]
	NTConfig_BehaviourOnImmuneMonster = 3;
	
	NTConfig_AttackSkill[8] = MWS_METEOR;		// Skill to be used against user defined immunes.
	NTConfig_AttackSkill[9] = MWS_FIRE_BALL;	// Untimed Skill to be used against user defined immunes.
	
	// Always check if monsters are closing in and back off, in case they get too close. NOTE: You should at least have 105FCR in order to make this work smoothly.
	MWConfig_KeepDistanceToMonsters = true;
	// If you don't wish to evade monsters in a certain area, add it's areaid as an exception below. NOTE: All areaids can be found in "sdk\areas.txt".
	// MWConfig_EvasionExceptions.push(<areaid1>, <areaid2>, <areaidn>);
	
	// Check self safe in field (NOT in town). Set to 0 if you won't.
	// 0x01 : Potion
	// 0x02 : Poison
	// 0x04 : Amplify Damage
	// 0x08 : Weaken
	// 0x10 : Iron Maiden
	// 0x20 : Decrepify
	// 0x40 : Lower Resist
	NTConfig_CheckSelfSafe = 0;
	
	// Check merc's safe in field (NOT in town). Set to 0 if you won't.
	// 0x01 : Death
	// 0x02 : Poison
	// 0x04 : Amplify Damage
	// 0x08 : Weaken
	// 0x10 : Iron Maiden
	// 0x20 : Decrepify
	// 0x40 : Lower Resist
	NTConfig_CheckMercSafe = 0x01;

	// Cast Static Field until monster's HP lower below this percentage. Set to 100 not to use static field.
	NTConfig_CastStatic = 60;
	
	// Select the monsters you with to attack using static field. NOTE: If you do not add any monsters, static will be used against all monsters.
	MWConfig_StaticTargets.push(156); // Andariel
	MWConfig_StaticTargets.push(211); // Duriel
	MWConfig_StaticTargets.push(242); // Mephisto
	MWConfig_StaticTargets.push(243); // Diablo
	MWConfig_StaticTargets.push(544); // Baal
	MWConfig_StaticTargets.push(GetLocaleString(22500)); // Eldritch The Rectifier
	MWConfig_StaticTargets.push(GetLocaleString(22435)); // Shenk The Overseer
Du müsstest ausserdem aber auch noch deine NTAttack library anpassen, denke das einfachste wird sein, einfach die komplette library durch die folgende [code]-Box zu ersetzen:
Code:
/**
*	This file was modified by 				
*	Check the programming section for updates and further scripts
*	Last Update: 10:52 26.03.2011						
*/

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 _MWA_Attack_Slot = -1;

var _MWA_Merc_Weapon_Type = -1;

var _MWA_Corpse_Damage_Radius = -1.0;
var _MWA_Minion_Counts = new Array(-1, -1, -1);

var _NTA_SkillHand = new Array(10);
var _NTA_SkillDamage = new Array(10);
var _NTA_SkillRange = new Array(10);

var _MWA_SkipList = new Array();
var _MWA_Attack_Time = new Array();

var _MWA_Traps;

function NTA_Initialize()
{
	if(NTConfig_AttackSkill[1] == 0 || NTConfig_AttackSkill[3] == 0)
		NTA_DetectAttackPattern();
	
	for(var i = 0; i < NTConfig_AttackSkill.length; 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 MWS_TORNADO:
					_NTA_SkillRange[i] = MWConfig_TornadoRange;
					break;
				case MWS_TWISTER:
					_NTA_SkillRange[i] = MWConfig_TwisterRange;
					break;
				case MWS_FROST_NOVA: //Frost Nova
				case MWS_NOVA: // Nova
				case MWS_HOLY_BOLT: // Holy Bolt
					_NTA_SkillRange[i] = 5;
					break;
				case MWS_FIRE_BLAST:
				case MWS_SHOCK_WEB:
				case MWS_FROZEN_ORB: // Frozen Orb
					_NTA_SkillRange[i] = 15;
					break;
				case MWS_CORPSE_EXPLOSION: // Corpse Explosion
					_NTA_SkillRange[i] = 25;
					break;
				case MWS_SMITE: // Smite
				case MWS_ZEAL: // Zeal
					_NTA_SkillHand[i] = NTC_HAND_LEFT; // Make sure those skills are casted without shift being hold
				case MWS_BLESSED_HAMMER: //Blessed Hammer
				case MWS_BERSERK: //Berserk
				case MWS_WAR_CRY: // War Cry
					_NTA_SkillRange[i] = 3;
					break;
				case MWS_WHIRLWIND: //Whirlwind
					_NTA_SkillRange[i] = 8;
					break;
				case MWS_INFERNO:
					_NTA_SkillRange[i] = 10;
					break;
				// Range definition for traps: [0]: range to place a trap [1]: range of the trap itself
				case MWS_CHARGED_BOLT_SENTRY:
				case MWS_WAKE_OF_FIRE:
				case MWS_WAKE_OF_INFERNO:
					_NTA_SkillRange[i] = [15, 10];
					break;
				case MWS_LIGHTNING_SENTRY:
				case MWS_DEATH_SENTRY:
					_NTA_SkillRange[i] = [15, 20];
					break;
				default:
					_NTA_SkillRange[i] = 20;
					break;
			}
		}
	}
}

function NTA_KillMonster(search)
{
	var _target, _attackcount, _attacksFailed;

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

	_target = NTC_FindUnit(NTC_UNIT_MONSTER, search, 5);

	if(!_target)
		return false;

	if(_target.IsAttackable())
	{
		_attackcount = 0;
		_attacksFailed = 0;
		
		if(MWConfig_ClearBossPosition && me.diff > 0 &&  MWA_FindNearbyMonsters(10, _target))
			NTA_ClearPosition(15, false, 0, false, false);

		while(_attackcount < 350 && NTA_IsValidMonster(_target))
		{
			if(MWConfig_ShowOverheadStatus)
				MWA_PrintAttackStatus(1, _target);
			
			if(NTA_Attack(_target, (_attackcount % 30) == 0) < 2)
				_attacksFailed++;

			_attackcount++;
			
			if(_attacksFailed > 2)
				break;
		}
	}
	
	if(MWConfig_PickItemsInstantly && (_target.hp <= 0 || _target.mode == 0 || _target.mode == 12))
		NTSI_PickItems();

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

function NTA_ClearPosition(range, pickitem, safelevel, openchests, usefinditem, spectype)
{
	var _orgx, _orgy;
	var _spectype = [0x0A, 0x0E, 0x01];
	var _skiplist;
	var _attackcount = 0;
	var _target;
	var _distance, _mingid, _mindistance;
	var _mingidPrio, _mindistPrio;
	var _result;
	var _outputType;

	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 = 2;
		case 3:
			if(NTConfig_CheckSelfSafe < 0x01 && NTConfig_CheckMercSafe < 0x01)
				safelevel = 0;
			openchests = true;
		case 4: 
			usefinditem = true;
		case 5:
			break;
		default:
			if(spectype > 0x01)
				_spectype = [spectype];
	}
	
	if(_spectype.length == 3 && (me.classid == NTC_CHAR_CLASS_NECROMANCER || me.classid == NTC_CHAR_CLASS_SORCERESS && MWConfig_KeepDistanceToMonsters))
		_spectype = [0x01];

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

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

		while(_attackcount < (i+1)*100)
		{
			_mindistance = 1E6;
			_mindistPrio = 1E6;

			_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;
								}
								
								if(MWA_IsPriorityTarget(_target))
								{
									if(_distance < _mindistPrio)
									{
										_mingidPrio = _target.gid;
										_mindistPrio = _distance;
									}
								}
							}
						}
						else
							_skiplist.push(_target.gid);
					}
				} while(_target.GetNext());
			}

			if(_mindistance < 1E6)
			{
				if(_mindistPrio < 1E6)
				{
					_target = NTC_FindUnit(NTC_UNIT_MONSTER, _mingidPrio, 1);
					_outputType = 1;
				}
				else
				{				
					_target = NTC_FindUnit(NTC_UNIT_MONSTER, _mingid, 1);
					_outputType = 0;
				}

				if(_target)
				{
					if(MWConfig_ShowOverheadStatus)
						MWA_PrintAttackStatus(_outputType, _target);

					_result = NTA_Attack(_target, (_attackcount % 30) == 0);
					
					if(MWConfig_ShowOverheadStatus)
						MWA_PrintAttackStatus(_outputType, _target);

					switch(_result)
					{
					case 1:
						_skiplist.push(_mingid);
						break;
					case 2:
					case 3:
						if(MWConfig_PickItemsInstantly && (_target.hp <= 0 || _target.mode == 0 || _target.mode == 12))
							NTSI_PickItems();
						_attackcount++;
						break;
					default:
						return false;
					}
				}
			}
			else
				break;
		}
	}

	if(_attackcount > 2)
	{
		switch(me.classid)
		{
			case NTC_CHAR_CLASS_PALADIN:
				if(parseInt(me.hp * 100 / me.hpmax) < NTConfig_UseRedemptionHP || parseInt(me.mp * 100 / me.mpmax) < NTConfig_UseRedemptionMP)
				{
					if(NTC_PutSkill(MWS_REDEMPTION, NTC_HAND_RIGHT))
						NTC_PingDelay(1000);
				}
				break;
			case NTC_CHAR_CLASS_BARBARIAN:
				if(usefinditem && MWConfig_UseFindItem)
					MWL_FindItem(MWConfig_FindItemRange);
				break;
			case NTC_CHAR_CLASS_NECROMANCER:
				MWA_RaiseMinions();
				break;
		}
	}
	
	if(pickitem && _attackcount > 0)
		NTSI_PickItems();

	if(MWConfig_OpenAllNearbyChests && openchests)
		MWL_OpenNearbyChests(MWConfig_OpenChestsRange);
	
	if(MWConfig_ActivateNearbyShrines)
		MWL_ActivateNearbyShrines();

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

	if(MWConfig_IdentAfterPickup)
		MWL_IDItemsAfterPickup();

	return true;
}

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

	_room = GetRoom();

	if(!_room)
		return false;

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

	_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(var 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, spectype))
				return false;

			NTP_DoPrecast(false);
		}

		_rooms.splice(_minindex, 1);
	}

	return true;
}

function NTA_ClearRoom(pickitem, safelevel, spectype)
{
	var _room;
	var _spectype = [0x0A, 0x0E, 0x01];
	var _skiplist;
	var _attackcount = 0;
	var _target;
	var _distance, _mingid, _mindistance;
	var _mingidPrio, _mindistPrio;
	var _result;
	var _outputType;

	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;
		case 2:
			if(NTConfig_CheckSelfSafe < 0x01 && NTConfig_CheckMercSafe < 0x01)
					safelevel = 0;
		default:
			if(spectype > 0x01)
				_spectype = [spectype];
	}
	
	if(_spectype.length == 3 && (me.classid == NTC_CHAR_CLASS_NECROMANCER || me.classid == NTC_CHAR_CLASS_SORCERESS && MWConfig_KeepDistanceToMonsters))
		_spectype = [0x01];

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

		while(_attackcount < (i+1)*100)
		{
			_mindistance = 1E6;
			_mindistPrio = 1E6;

			_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;
								}
								
								if(MWA_IsPriorityTarget(_target))
								{
									if(_distance < _mindistPrio)
									{
										_mingidPrio = _target.gid;
										_mindistPrio = _distance;
									}
								}
							}
						}
						else
							_skiplist.push(_target.gid);
					}
				} while(_target.GetNext());
			}

			if(_mindistance < 1E6)
			{
				if(_mindistPrio < 1E6)
				{
					_target = NTC_FindUnit(NTC_UNIT_MONSTER, _mingidPrio, 1);
					_outputType = 1;
				}
				else
				{				
					_target = NTC_FindUnit(NTC_UNIT_MONSTER, _mingid, 1);
					_outputType = 0;
				}

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

					switch(_result)
					{
					case 1:
						_skiplist.push(_mingid);
						break;
					case 2:
					case 3:
						if(MWConfig_PickItemsInstantly && (_target.hp <= 0 || _target.mode == 0 || _target.mode == 12))
							NTSI_PickItems();
						_attackcount++;
						break;
					default:
						return false;
					}
				}
			}
			else
				break;
		}
	}

	if(_attackcount > 2)
	{
		switch(me.classid)
		{
			case NTC_CHAR_CLASS_PALADIN:
				if(parseInt(me.hp * 100 / me.hpmax) < NTConfig_UseRedemptionHP || parseInt(me.mp * 100 / me.mpmax) < NTConfig_UseRedemptionMP)
				{
					if(NTC_PutSkill(MWS_REDEMPTION, NTC_HAND_RIGHT))
						NTC_PingDelay(1000);
				}
				break;
			case NTC_CHAR_CLASS_BARBARIAN:
				if(MWConfig_UseFindItem)
					MWL_FindItem(MWConfig_FindItemRange);
				break;
			case NTC_CHAR_CLASS_NECROMANCER:
				MWA_RaiseMinions();
				break;
		}
	}

	if(pickitem && _attackcount > 0)
		NTSI_PickItems();
	
	if(MWConfig_OpenAllNearbyChests)
		MWL_OpenNearbyChests(_room);
		
	if(MWConfig_ActivateNearbyShrines)
		MWL_ActivateNearbyShrines();
			
	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 || monster.mode == 14))
		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) // ignore submerged WaterWatchers
		return false;

	if(monster.GetState(53) || monster.GetState(96)) // Conversion, Revive
		return false;
		
	if(!CheckCollision(me, monster, 0)) // Invalid map location
		return false;

	return true;
}

function NTA_GetDamageType(skillid, target, skillindex)
{
	if(target && MWA_IsUndead(target))
	{
		if(skillid == MWS_HOLY_BOLT || me.GetState(47) || !isNaN(skillindex) && _NTA_SkillDamage[skillindex] == NTA_DAMAGE_PHYSICAL && NTConfig_AttackSkill[skillindex + 1] == MWS_SANCTUARY)
			return NTA_DAMAGE_NONE;
	}
		
	if(skillid == MWS_CORPSE_EXPLOSION) // Corpse Explosion
		return NTA_DAMAGE_PHYSICAL;

	if(skillid == MWS_BLESSED_HAMMER) // Blessed Hammer
		return NTA_DAMAGE_MAGIC;

	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:
			if(MWA_IsUndead(enemy) && me.GetState(47))
				break;
			
			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, _immuneTarget, _useStatic;
	
	_useStatic = false;
	
	if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe, NTConfig_CheckMercSafe))
	{
		if(!NTTMGR_VisitTown())
			return 0;
	}
	
	if(_MWA_SkipList.indexOf(target.gid) > -1)
	{
		Print("Return A");
		return 1;
	}
		
	if(MWConfig_AttacksBeforeRepositioning > 0 && _MWA_Attack_Time[3] % MWConfig_AttacksBeforeRepositioning == 0)
	{
		var _vec = MWA_GetEvasionVector(4, 2, target);
		
		if(_vec && !_vec.isZero())
			NTM_MoveTo(target.areaid, parseInt(target.x + _vec.x), parseInt(target.y + _vec.y), 0);
	}

	_immuneTarget = MWA_CheckMonsterImmunity(target);
		
	if(_immuneTarget && NTConfig_BehaviourOnImmuneMonster == 2 && !(target.spectype&0x02) && me.areaid != 131 || MWA_CheckAttackTimeLimit(target))
	{
		_MWA_SkipList.push(target.gid);
		Print("Return B");
		return 1;
	}
	
	if(_immuneTarget)
	{	
		if(NTConfig_BehaviourOnImmuneMonster == 3 && NTConfig_AttackSkill[8] > 0) // Attack the target using the selected skill
		{
			if(!NTA_SorceressCastSkillInt(8, target))
				return 2;

			return 3;
		}
		else if(NTConfig_BehaviourOnImmuneMonster == 1 && NTC_GetMerc())// Get close so the merc can attack the target
		{
			if(GetDistance(me, target) > 5)
				NTM_MoveTo(target.areaid, target.x + 2, target.y + 2);

			NTC_Delay(100);

			_useStatic = true;
		}
	}
		
	if(firstorder && NTConfig_AttackSkill[0] > 0 && MWA_CheckMonsterResistance(target, _NTA_SkillDamage[0]) && 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((_useStatic || MWA_UseStaticOnTarget(target)) && NTConfig_CastStatic < 100 && parseInt(target.hp * 100 / target.hpmax) > NTConfig_CastStatic && MWA_CheckMonsterResistance(target, NTA_DAMAGE_LIGHTNING))
	{
		var _staticlevel = NTC_GetSkillLevel(MWS_STATIC_FIELD);

		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(MWS_STATIC_FIELD, NTC_HAND_RIGHT, _castx, _casty))
				return 2;

			return 3;
		}
	}
	
	if(_useStatic)
		return 3;

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

	if(MWA_CheckMonsterResistance(target, _NTA_SkillDamage[_primaryindex]))
	{
		if(!NTA_SorceressCastSkillInt(_primaryindex, target))
			return 2;

		return 3;
	}

	if(NTConfig_AttackSkill[5] > 0 && MWA_CheckMonsterResistance(target, _NTA_SkillDamage[5]))
	{
		if(!NTA_SorceressCastSkillInt(5, target))
			return 2;

		return 3;
	}
	Print("Return C");
	return 1;
}

function NTA_SorceressCastSkillInt(index, target, evade)
{
	var _maxDist, _pos;
	
	if(arguments.length < 3)
		evade = true;

	if(me.GetSkillStatus(NTConfig_AttackSkill[index]) != 8)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
		{
			_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);
	}

	switch(target.classid)
	{
		case 310: // Doom Knight (CS)
		case 362: // Venom Lord (CS)
		case 472: // Hell Temptress
		case 510: // Death Lord (Throne)
		case 558: // Venom Lord (Throne)
		case 571: // Minion of Desctrution (Throne)
		case 638: // Vile Witch
		case 691: // Undead Soul Killer (Throne)
			_maxDist = 5;
			break;
		default:
			_maxDist = 4;
			break;
	}

	if(evade && NTC_GetSkillLevel(MWS_TELEPORT) >= 1 && MWA_CalcDistToClosestMonster() <= _maxDist && MWConfig_KeepDistanceToMonsters && MWA_AreaCheckEvading(me.areaid))
		return MWA_MoveAwayFromMonster(target);

	if(NTConfig_AttackSkill[index + 1] > 0 && (index == 8 || MWA_CheckMonsterResistance(target, _NTA_SkillDamage[index + 1])))
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index+1] || !CheckCollision(me, target, 4))
		{
			_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);
	}
	else if(NTConfig_AttackSkill[7] > 0 && MWA_CheckMonsterResistance(target, _NTA_SkillDamage[7]))
	{
		if(GetDistance(me, target) > _NTA_SkillRange[7] || !CheckCollision(me, target, 4))
		{
			_pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[7], 4);

			if(_pos)
				NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
		}
		
		return NTC_CastSkill(NTConfig_AttackSkill[7], _NTA_SkillHand[7], 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)
{
	var _nextCorpse, _gid, _vec, _viciousFoe, _count, _pos;
	var i;
	
	if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe, NTConfig_CheckMercSafe))
	{
		if(!NTTMGR_VisitTown())
			return 0;
	}
	
	if(_MWA_SkipList.indexOf(target.gid) > -1)
		return 1;
	
	if(MWA_CheckAttackTimeLimit(target))
	{
		_MWA_SkipList.push(target.gid);

		return 1;
	}
	
	if(MWConfig_AttacksBeforeRepositioning > 0 && _MWA_Attack_Time[3] % MWConfig_AttacksBeforeRepositioning == 0)
	{
		_vec = MWA_GetEvasionVector(4, 2, target);
		
		if(!_vec && !_vec.isZero())
			NTM_MoveTo(target.areaid, parseInt(target.x + _vec.x), parseInt(target.y + _vec.y), 0);
	}

	_viciousFoe = MWA_IsHazardousMonster(target);
	
	// Define the maximum values once as they are mostly constant anyway
	if(_MWA_Corpse_Damage_Radius < 0 || _MWA_Minion_Counts[0] < 0 || _MWA_Minion_Counts[1] < 0 || _MWA_Minion_Counts[2] < 0)
	{
		// Define the Corpse or Poison Explosion Range Radius
		if(NTConfig_AttackSkill[3] == 74)
			_MWA_Corpse_Damage_Radius = MWA_CalcCorpseExplosionRadius();
		else
			_MWA_Corpse_Damage_Radius = 5; // TODO: Check poison exp range
		
		MWA_SetMinionCounts();
	}
	
	// Cast the initial attack unless it is a curse and the target is already cursed
	if(!_viciousFoe && firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100 && me.GetSkillStatus(NTConfig_AttackSkill[0]) != 8 && !MWA_GetCurseState(NTConfig_AttackSkill[0], target))
	{
		if(GetDistance(me, target) > _NTA_SkillRange[0] || !CheckCollision(me, target, 4))
		{
			_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;
	}
	
	// The current target is vicious and we gotta use the selected skill in order to make it less dangerous
	if(_viciousFoe && !MWA_GetCurseState(NTConfig_AttackSkill[2], target))
	{
		if(GetDistance(me, target) > _NTA_SkillRange[2] || !CheckCollision(me, target, 4))
		{
			_pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[2], 4);

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

		if(!NTA_NecromancerCastSkillInt(2, target))
			return 2;
			
		return 3;
	}
	// Use the standard curse unless the monster is already curse
	if(!_viciousFoe && !MWA_GetCurseState(NTConfig_AttackSkill[1], target))
	{
		if(GetDistance(me, target) > _NTA_SkillRange[1] || !CheckCollision(me, target, 4))
		{
			_pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[1], 4);

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

		if(!NTA_NecromancerCastSkillInt(1, target))
			return 2;
			
		return 3;
	}

	// The target is vicious and some monsters are very close to the char --> Evade
	if(_viciousFoe && MWA_CalcDistToClosestMonster() < 3)
	{
		MWA_MoveAwayFromMonster(target);
		
		_vec = MWA_GetEvasionVector(3, 2);
		
		if(!_vec || _vec.isZero())
		{
			_vec = new vector(me.x - target.x, me.y - target.y);
			_vec.normalize();
		}
		
		_vec.setlength(3);
		
		NTC_Delay(100);
		ClickMap(NTC_CLICK_LDOWN, NTC_SHIFT_NONE, me.x + parseInt(_vec.x), me.y + parseInt(_vec.y));
		NTC_Delay(100);
		ClickMap(NTC_CLICK_LUP, NTC_SHIFT_NONE, null);
		NTC_Delay(100);
		
		return 3;
	}
		
	// Find the corpse closest to the target's current position
	_gid = MWA_GetClosestCorpseGID(target.x, target.y);
	
	// Instantiate the unit if a valid gid was found
	if(_gid > 0)
		_nextCorpse = NTC_FindUnit(NTC_UNIT_MONSTER, _gid);
	
	if(_nextCorpse)
	{
		// Use the corpse closest to the target in order to raise primary minions if you do not already have the desired amount of minions
		_count = MWC_GetMinionCount(NTConfig_AttackSkill[4]);
		
		if(_count < _MWA_Minion_Counts[0] - 1)
		{
			if(MWConfig_ShowOverheadStatus)
			{
				if(NTConfig_AttackSkill[4] == 95)
					MWC_PrintOverheadStatus("Reviving " + _corpse.name + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[0] + ")");
				else
					MWC_PrintOverheadStatus("Summoning " + MWC_GetMinionName(NTConfig_AttackSkill[4]) + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[0] + ")");
			}
			
			if(!NTA_NecromancerCastSkillInt(4, _nextCorpse))
				return 2;

			return 3;
		}
		
		// Use the corpse to attack the target using corpse or poison explosion
		if(GetDistance(target, _nextCorpse) <= _MWA_Corpse_Damage_Radius)
		{
			if(!NTA_NecromancerCastSkillInt(3, _nextCorpse))
				return 2;

			return 3;
		}
	}
	
	// The target is not too dangerous and the average target - minion distance is too high --> Move close to the target
	if(!_viciousFoe && MWA_CalcAverageMinionDistance(target) > 4.0)
	{
		_vec = new vector(me.x - target.x, me.y - target.y);
		
		if(_vec && !_vec.isZero())
		{
			_vec.normalize();
			
			NTM_MoveTo(target.areaid, target.x + parseInt(2 * _vec.x), target.y + parseInt(2 * _vec.y));
		}
	}
	
	// If the distance to our minions is rather short (stuck on our position?) or some enemy monsters are close --> Step aside
	if(MWA_CalcAverageMinionDistance() < 2.0 || MWA_CalcDistToClosestMonster() < 3)
	{
		_vec = MWA_GetEvasionVector(3, 2);
		
		if(!_vec || _vec.isZero())
			_vec = new vector(me.x - target.x, me.y - target.y);
		
		_vec.setlength(3);
		
		NTC_Delay(100);
		ClickMap(NTC_CLICK_LDOWN, NTC_SHIFT_NONE, me.x + parseInt(_vec.x), me.y + parseInt(_vec.y));
		NTC_Delay(100);
		ClickMap(NTC_CLICK_LUP, NTC_SHIFT_NONE, null);
		NTC_Delay(100);
		
		return 3;
	}
	
	// If the enemy is vicious or if our minions are already close to the target --> Wait and let the minions do their job
	if(_viciousFoe && MWA_CalcDistToClosestMonster() > 3 || MWA_CalcAverageMinionDistance(target) <= 4.0)
	{
		for(i = 0; i < 20; i++)
		{
			NTC_Delay(NTC_DELAY_FRAME);
			
			if(MWA_GetClosestCorpseGID(target.x, target.y, _MWA_Corpse_Damage_Radius) > 0 || !NTA_IsValidMonster(target))
				break;
		}
		
		return ((i >= 20) ? 3 : 2);
	}
	
	NTC_Delay(250);

	return NTA_NecromancerAttackInt(target, firstorder);
}

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

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

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

	if(_MWA_SkipList.indexOf(target.gid) > -1)
		return 1;
		
	if(MWConfig_AttacksBeforeRepositioning > 0 && _MWA_Attack_Time[3] % MWConfig_AttacksBeforeRepositioning == 0)
	{
		var _vec = MWA_GetEvasionVector(4, 2, target);
		
		if(_vec && !_vec.isZero())
			NTM_MoveTo(target.areaid, parseInt(target.x + _vec.x), parseInt(target.y + _vec.y), 0);
	}
	
	_immuneTarget = MWA_CheckMonsterImmunity(target);
	
	if(_immuneTarget && NTConfig_BehaviourOnImmuneMonster == 2 && !(target.spectype&0x02) && me.areaid != 131 || MWA_CheckAttackTimeLimit(target)) // Skip the target
	{
		_MWA_SkipList.push(target.gid);

		return 1;
	}

	if(_immuneTarget)
	{	
		if(NTConfig_BehaviourOnImmuneMonster == 3 && NTConfig_AttackSkill[8] > 0) // Attack the target using the selected skill
		{
			if(!NTA_PaladinCastSkillInt(8, target))
				return 2;

			return 3;
		}
		else if(NTConfig_BehaviourOnImmuneMonster == 1 && MWA_FindNearbyMonsters(15, target) < 3 && NTC_GetMerc())// Get close so the merc can attack the target
		{
			if(GetDistance(me, target) > 5)
				NTM_MoveTo(target.areaid, target.x + 3, target.y + 3);

			NTC_Delay(100);

			return 2;
		}
	}
		
	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 || MWA_IsUndead(target) && NTConfig_AttackSkill[_primaryindex + 1] == 119 && _NTA_SkillDamage[_primaryindex] == NTA_DAMAGE_PHYSICAL)
	{
		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_GetDamageType(NTConfig_AttackSkill[5], target, 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] == MWS_BLESSED_HAMMER)
	{
		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))
			{
				switch(Random(0, 2))
				{
					case 0:
						NTM_MoveTo(target.areaid, target.x + 1, target.y, 0);
						break;
					case 1:
						NTM_MoveTo(target.areaid, target.x + 2, target.y - 1, 0);
						break;
					default:
						NTM_MoveTo(target.areaid, target.x + 2, target.y, 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(target.classid == 704 && NTConfig_AttackSkill[7] > 0)
		NTC_PutSkill(NTConfig_AttackSkill[7], NTC_HAND_RIGHT);
	else 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(MWS_WHIRLWIND, 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] = MWS_WHIRLWIND;
		NTConfig_AttackSkill[3] = MWS_WHIRLWIND;
		NTConfig_AttackSkill[5] = MWS_BERSERK;
		break;
	}

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

function NTA_BarbarianAttackInt(target, firstorder)
{
	var _primaryindex, _immuneTarget;
		
	if(_MWA_Attack_Slot < 0)
	{
		_MWA_Attack_Slot = MWC_GetSlotID("attack");
		
		if(_MWA_Attack_Slot < 0)
			return 1;
	}
	
	NTC_SwapWeapons(_MWA_Attack_Slot);
	
	if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe, NTConfig_CheckMercSafe))
	{
		if(!NTTMGR_VisitTown())
			return 0;
	}
	
	if(_MWA_SkipList.indexOf(target.gid) > -1)
		return 1;
		
	if(MWConfig_AttacksBeforeRepositioning > 0 && _MWA_Attack_Time[3] % MWConfig_AttacksBeforeRepositioning == 0)
	{
		var _vec = MWA_GetEvasionVector(4, 2, target);
		
		if(_vec && !_vec.isZero())
			NTM_MoveTo(target.areaid, parseInt(target.x + _vec.x), parseInt(target.y + _vec.y), 0);
	}
		
	_immuneTarget = MWA_CheckMonsterImmunity(target);
		
	if(_immuneTarget && NTConfig_BehaviourOnImmuneMonster == 2 && !(target.spectype&0x02) && me.areaid != 131 || MWA_CheckAttackTimeLimit(target))
	{
		_MWA_SkipList.push(target.gid);
		
		return 1;
	}
	
	if(_immuneTarget)
	{	
		if(NTConfig_BehaviourOnImmuneMonster == 3 && NTConfig_AttackSkill[8] > 0) // Attack the target using the selected skill
		{
			if(!NTA_BarbarianCastSkillInt(8, target))
				return 2;

			return 3;
		}
		else if(NTConfig_BehaviourOnImmuneMonster == 1 && MWA_FindNearbyMonsters(15, target) < 3 && NTC_GetMerc())// Get close so the merc can attack the target
		{
			if(GetDistance(me, target) > 5)
				NTM_MoveTo(target.areaid, target.x + 2, target.y + 2);

			NTC_Delay(100);

			return 2;
		}
	}
	
	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] == MWS_WHIRLWIND) && !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] == MWS_WHIRLWIND)
	{
		var _cast, _vec;

		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);
		}
		
		_cast = new coord();
		_vec = new vector(target.x - me.x, target.y - me.y);
		
		if(!_vec)
			return false;
			
		_vec.setlength(4);
		_angles = new Array(30, -60, 90, -120, 150, -180);
			
		for(var i = 0; i < _angles.length; i++)
		{
			_cast.x = parseInt(target.x + _vec.x);
			_cast.y = parseInt(target.y + _vec.y);
			
			if(CheckCollision(me.areaid, _cast.x, _cast.y, 0))
				break;
				
			_vec.rotate(_angles[i]);
		}
		
		return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], _cast.x, _cast.y);
	}

	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)
{
	var _primaryindex, _immuneTarget;

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

	if(_MWA_SkipList.indexOf(target.gid) > -1)
		return 1;
		
	if(firstorder)
		NTP_DoPrecast(false);
		
	if(MWConfig_AttacksBeforeRepositioning > 0 && _MWA_Attack_Time[3] % MWConfig_AttacksBeforeRepositioning == 0)
	{
		var _vec = MWA_GetEvasionVector(4, 2, target);
		
		if(_vec && !_vec.isZero())
			NTM_MoveTo(target.areaid, parseInt(target.x + _vec.x), parseInt(target.y + _vec.y), 0);
	}
	
	_immuneTarget = MWA_CheckMonsterImmunity(target);
	
	if(_immuneTarget && NTConfig_BehaviourOnImmuneMonster == 2 && !(target.spectype&0x02) && me.areaid != 131 || MWA_CheckAttackTimeLimit(target)) // Skip the target
	{
		_MWA_SkipList.push(target.gid);

		return 1;
	}

	if(_immuneTarget)
	{	
		if(NTConfig_BehaviourOnImmuneMonster == 3 && NTConfig_AttackSkill[8] > 0) // Attack the target using the selected skill
		{
			if(!NTA_DruidCastSkillInt(8, target))
				return 2;

			return 3;
		}
		else if(NTConfig_BehaviourOnImmuneMonster == 1 && MWA_FindNearbyMonsters(15, target) < 3 && NTC_GetMerc())// Get close so the merc can attack the target
		{
			if(GetDistance(me, target) > 5)
				NTM_MoveTo(target.areaid, target.x + 3, target.y + 3);

			NTC_Delay(100);

			return 2;
		}
	}
		
	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 || MWA_IsUndead(target) && NTConfig_AttackSkill[_primaryindex + 1] == 119 && _NTA_SkillDamage[_primaryindex] == NTA_DAMAGE_PHYSICAL)
	{
		if(_NTA_SkillRange[_primaryindex] < 4 && !CheckCollision(target.areaid, target.x, target.y, 1))
			return 1;

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

		return 3;
	}

	if(NTConfig_AttackSkill[5] > 0 && NTA_GetResistance(target, NTA_GetDamageType(NTConfig_AttackSkill[5], target, 5)) < 100)
	{
		if(_NTA_SkillRange[5] < 4 && !CheckCollision(target.areaid, target.x, target.y, 1))
			return 1;
		
		if(!NTA_DruidCastSkillInt(5, target))
			return 2;

		return 3;
	}

	return 1;
}

function NTA_DruidCastSkillInt(index, target)
{
	var _pos;

	if(me.GetSkillStatus(NTConfig_AttackSkill[index]) != 8)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
		{
			_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 && NTA_GetResistance(target, _NTA_SkillDamage[index + 1]) <= 99)
	{
		if(GetDistance(me, target) > _NTA_SkillRange[index+1] || !CheckCollision(me, target, 4))
		{
			_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_AssassinAttackPatternInt()
{
	return true;
}

function NTA_AssassinAttackInt(target, firstorder)
{
	var _pos, _trapPos, _index, _vec;

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

	if(_MWA_SkipList.indexOf(target.gid) > -1)
		return 1;
		
	if(MWConfig_AttacksBeforeRepositioning > 0 && _MWA_Attack_Time[3] % MWConfig_AttacksBeforeRepositioning == 0)
	{
		_vec = MWA_GetEvasionVector(4, 2, target);
		
		if(_vec && !_vec.isZero())
			NTM_MoveTo(target.areaid, parseInt(target.x + _vec.x), parseInt(target.y + _vec.y), 0);
	}
	
	_immuneTarget = MWA_CheckMonsterImmunity(target);
	
	if(_immuneTarget && NTConfig_BehaviourOnImmuneMonster == 2 && !(target.spectype&0x02) && me.areaid != 131 || MWA_CheckAttackTimeLimit(target)) // Skip the target
	{
		_MWA_SkipList.push(target.gid);

		return 1;
	}

	if(_immuneTarget)
	{	
		if(NTConfig_BehaviourOnImmuneMonster == 3 && NTConfig_AttackSkill[8] > 0) // Attack the target using the selected skill
		{
			if(!NTA_AmazonCastSkillInt(8, target))
				return 2;

			return 3;
		}
		else if(NTConfig_BehaviourOnImmuneMonster == 1 && MWA_FindNearbyMonsters(15, target) < 3 && NTC_GetMerc())// Get close so the merc can attack the target
		{
			if(GetDistance(me, target) > 5)
				NTM_MoveTo(target.areaid, target.x + 2, target.y + 2);

			NTC_Delay(100);

			return 2;
		}
	}
	
	if(firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100 && me.GetSkillStatus(NTConfig_AttackSkill[0]) != 8)
	{
		if(GetDistance(me, target) > 20 || !CheckCollision(me, target, 4))
		{
			_pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, 20, 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(!_MWA_Traps)
	{
		_MWA_Traps = new MWA_Traps(target);
		
		return 2;
	}
	
	if(_MWA_Traps.Refresh(target) && _MWA_Traps.Active.length < _MWA_Traps.MAXQUANTITY)
	{
		_index = -1;
		
		if(target.spectype&0x0A)
		{
			if(NTConfig_AttackSkill[1] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[1]) <= 99 && _MWA_Traps.GetQuantity(NTConfig_AttackSkill[1]) < MWConfig_TrapRatio[0][0])
				_index = 1;
			else if(NTConfig_AttackSkill[2] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[2]) <= 99 && _MWA_Traps.GetQuantity(NTConfig_AttackSkill[2]) < MWConfig_TrapRatio[0][1])
				_index = 2;
		}
		else
		{
			if(NTConfig_AttackSkill[3] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[3]) <= 99 && _MWA_Traps.GetQuantity(NTConfig_AttackSkill[3]) < MWConfig_TrapRatio[1][0])
				_index = 3;
			else if(NTConfig_AttackSkill[4] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[4]) <= 99 && _MWA_Traps.GetQuantity(NTConfig_AttackSkill[4]) < MWConfig_TrapRatio[1][1])
				_index = 4;
		}

		if(_index > -1)
		{
			_trapPos = _MWA_Traps.GetTrapPosition(_NTA_SkillRange[_index][1]);
				
			if(_trapPos)
			{
				_trapPos.areaid = target.areaid;

				if(GetDistance(me , _trapPos) > _NTA_SkillRange[_index][0] || !CheckCollision(me.areaid, _trapPos.x, _trapPos.y, 2))
				{
					_pos = me.GetOptimalAttackPos(_trapPos.areaid, _trapPos.x, _trapPos.y, _NTA_SkillRange[_index][0], 2);

					if(_pos)
						NTM_MoveTo(_trapPos.areaid, _pos[0], _pos[1], 0);
				}
				
				if(!NTC_CastSkill(NTConfig_AttackSkill[_index], _NTA_SkillHand[_index], _trapPos.x, _trapPos.y))
					return 2;
			}
			else
				return 2;
			
			return 3;
		}
	}
	
	if(NTC_GetSkillLevel(MWS_TELEPORT) > 0 && MWA_CalcDistToClosestMonster() < 3 && MWConfig_KeepDistanceToMonsters && MWA_AreaCheckEvading(me.areaid))
	{
		if(!MWA_MoveAwayFromMonster(target))
			return 2;

		return 3;
	}
		
	if(NTConfig_AttackSkill[5] > 0 && (NTA_GetResistance(target, _NTA_SkillDamage[5]) <= 99 || NTA_GetResistance(target, _NTA_SkillDamage[6]) <= 99))
	{
		if(!NTA_AssassinCastSkillInt(5, target))
			return 2;

		return 3;
	}
		
	return 1;
}

function NTA_AssassinCastSkillInt(index, target)
{
	if(NTA_GetResistance(target, _NTA_SkillDamage[index]) <= 99 && 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(NTA_GetResistance(target, _NTA_SkillDamage[index + 1]) <= 99 && 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 MWA_UseStaticOnTarget(monster)
{
	if(MWConfig_StaticTargets.length == 0)
		return true;
		
	if(me.diff == 0 || !monster || !monster.name)
		return false;

	for(var i = 0; i < MWConfig_StaticTargets.length; i++)
	{
		if(MWConfig_StaticTargets[i] == monster.classid || typeof MWConfig_StaticTargets[i] == "string" && monster.name.toLowerCase().indexOf(MWConfig_StaticTargets[i].toLowerCase()) > -1)
			return true;
	}
	
	return false;
}

function MWA_CheckForCloseMonsters(range)
{
	var _monstersClose, _checkMonster;
	
	if(range < 1 || arguments.length < 1)
		return false;
		
	_monstersClose = false;
	_checkMonster = NTC_FindUnit(NTC_UNIT_MONSTER);
	
	if(_checkMonster)
	{	
		do
		{
			if(_checkMonster.IsAttackable() && GetDistance(me.x, me.y, _checkMonster.x, _checkMonster.y) < range && NTA_IsValidMonster(_checkMonster))
			{	
				_monstersClose = true;
				break;
			}
		} while(_checkMonster.GetNext());
	}
	
	return _monstersClose;
}

function MWA_CalcDistToClosestMonster(x, y, calcAverage)
{
	var _dist, _minDist, _checkMonster, _distances;
	
	if(arguments.length < 2)
	{
		x = me.x;
		y = me.y;
	}
	
	if(arguments.length < 3)
		calcAverage = false;
	
	_checkMonster = NTC_FindUnit(NTC_UNIT_MONSTER);
	_dist = 1E3;
	_minDist = 1E3;
	_distances = new Array();
		
	if(_checkMonster)
	{	
		do
		{
			if(_checkMonster.IsAttackable() && NTA_IsValidMonster(_checkMonster))
			{	
				_dist = GetDistance(x, y, _checkMonster.x, _checkMonster.y);
				
				if(calcAverage)
					_distances.push(_dist);
				else if(_dist < _minDist)
					_minDist = _dist;
			}
		} while(_checkMonster.GetNext());
	}
	
	if(calcAverage)
	{
		_dist = 0;
		
		for(var i = 0; i < _distances.length; i++)
			_dist += _distances[i];
			
		if(_distances.length > 0)
			return _dist / _distances.length;
	}
	
	return _minDist;
}

function MWA_AreaCheckEvading(areaid)
{
	if(MWConfig_EvasionExceptions.length > 0 && MWConfig_EvasionExceptions.indexOf(areaid) != -1)
		return false;
	else
		return true;
}

function MWA_GetEvasionVector(length, offset, origin, rotationAngle)
{
	var _vec, _targetVec, _maxDistIndex, _dist, _maxDist, _destx, _desty, _path, _pathX, _pathY;
	
	_targetVec = new Array();
	
	if(arguments.length < 3 || !origin.x || !origin.y || !origin.areaid)
		origin = me;
	
	if(arguments.length < 4 || isNaN(rotationAngle))
		rotationAngle = 22.5;
	
	_vec = new vector(1, 0);
	
	if(!_vec)
		return new vector();
	
	for(var i = 0; i < parseInt(360 / rotationAngle); i++)
	{
		_vec.rotate(rotationAngle);
		_vec.normalize();
		_targetVec.push(new vector(_vec.x, _vec.y));
	}

	_maxDistIndex = -1;
	_maxDist = 0;
	_dist = 0;

	// Find the spot with the largest distance to the next monster
	for(var i = 0; i < _targetVec.length; i++)
	{
		_destx = origin.x + Math.round(_targetVec[i].x * length);
		_desty = origin.y + Math.round(_targetVec[i].y * length);
		_path = GetPath(origin.areaid, origin.x, origin.y, _destx, _desty, true);
		
		if(_path)
		{
			_pathX = _path[_path.length - 1][0];
			_pathY = _path[_path.length - 1][1];
			
			if(GetDistance(_destx, _desty, _pathX, _pathY) > offset || !CheckCollision(origin.areaid, _pathX, _pathY, 0)) // DEBUG !CheckCollision(origin.areaid, origin.x, origin.y, _pathX, _pathY, 0)
				continue;
				
			_dist = MWA_CalcDistToClosestMonster(_pathX, _pathY);
			
			if(_dist > _maxDist)
			{
				_maxDist = _dist;
				_maxDistIndex = i;			
			}
		}
	}
	
	if(_maxDistIndex != -1)
		return _targetVec[_maxDistIndex];
	else
		return new vector();
}

function MWA_MoveAwayFromMonster(target)
{
	var _vec, _targetVec, _spotIndex, _targetDist, _destx, _desty, _path;
	
	const _VEC_LENGTH = 8; // Length of the vector pointing to the target spot
	const _DELTA_DEST = 2; // Maximum distance to the target location after moving
	
	_targetVec = MWA_GetEvasionVector(_VEC_LENGTH, _DELTA_DEST);
		
	if(_targetVec && !_targetVec.isZero())
	{
		_targetVec.setlength(_VEC_LENGTH);
		_targetDist = MWA_CalcDistToClosestMonster(me.x + Math.round(_targetVec.x), me.y + Math.round(_targetVec.y));
		
		if(_targetDist > MWA_CalcDistToClosestMonster() && _targetDist > 4)
		{
			_destx = me.x + Math.round(_targetVec.x);
			_desty = me.y + Math.round(_targetVec.y);

			if(MWConfig_ShowOverheadStatus)
				MWC_PrintOverheadStatus("Evading...");
			
			NTM_MoveTo(me.areaid, _destx, _desty, 1);
				
			if(GetDistance(me.x, me.y, _destx, _desty) < _DELTA_DEST)
				return true;
		}
	}
	
	_targetVec = MWA_GetEvasionVector(_VEC_LENGTH * 2.5, _DELTA_DEST, target);
		
	if(_targetVec && !_targetVec.isZero())
	{
		_targetVec.setlength(_VEC_LENGTH * 2.5);
		_targetDist = MWA_CalcDistToClosestMonster(me.x + Math.round(_targetVec.x), me.y + Math.round(_targetVec.y));

		if(_targetDist > MWA_CalcDistToClosestMonster())
			return NTM_MoveTo(me.areaid, target.x + Math.round(_targetVec.x), target.y + Math.round(_targetVec.y), 1);
	}
	
	return false;
}

function MWA_FindNearbyMonsters(range, target)
{
	var _monster;
	var _count = 0;
		
	if(arguments.length < 1)
		range = 20;
	if(arguments.length < 2)
		target = me;
	
	_monster = NTC_FindUnit(NTC_UNIT_MONSTER);
	
	if(_monster)
	{
		do
		{
			if(_monster.IsAttackable() && NTA_IsValidMonster(_monster) && GetDistance(target, _monster) < range)
				_count++;
		}
		while(_monster.GetNext());
	}
	return _count;
}

function MWA_CheckInfinity()
{
	var _merc, _items;
	
	_merc = NTC_GetMerc();

	if(!_merc)
		return false;
		
	_items = _merc.GetItems();
	
	if(_items)
	{
		for(var i = 0; i < _items.length; i++)
		{
			if(_items[i].itemloc == 4)
			{
				if(_items[i].itemprefix == 0x5056) // Infinity
					_MWA_Merc_Weapon_Type = 1;
				else if( _items[i].GetStat(198) == 0x21) // The Reaper's Toll
					_MWA_Merc_Weapon_Type = 2;
				
				return true;
			}
		}
		
		_MWA_Merc_Weapon_Type = 0;
	}
	
	return false;
}

function MWA_CheckMonsterImmunity(target)
{
	var _resistance;
	
	for(var i = 0; i < MWConfig_CheckImmunitySkills.length; i++)
	{
		if(isNaN(MWConfig_CheckImmunitySkills[i]) || MWConfig_CheckImmunitySkills[i] < 0 || MWConfig_CheckImmunitySkills[i] >= NTConfig_AttackSkill.length)
			return false;
		
		if(NTConfig_AttackSkill[MWConfig_CheckImmunitySkills[i]] == 0)
			continue;
			
		if(MWA_CheckMonsterResistance(target, NTA_GetDamageType(NTConfig_AttackSkill[MWConfig_CheckImmunitySkills[i]], target, MWConfig_CheckImmunitySkills[i])))
			return false;
	}

	return MWConfig_CheckImmunitySkills.length > 0;
}

function MWA_CheckMonsterResistance(target, damageType)
{
	var _res;
	
	if(_MWA_Merc_Weapon_Type == -1)
		MWA_CheckInfinity();
	
	_res = NTA_GetResistance(target, damageType);
	
	if(_res < 100)
		return true;
		
	if(_MWA_Merc_Weapon_Type == 1 && damageType >= NTA_DAMAGE_FIRE && damageType <= NTA_DAMAGE_COLD) // Infinity
	{
		if(target.GetState(28))
			return false;
			
		return (_res < 117 && NTC_GetMerc())
	}
	else if(_MWA_Merc_Weapon_Type == 2 && damageType == NTA_DAMAGE_PHYSICAL) // Reaper's Toll
	{
		if(MWA_GetCurseState(MWS_DECREPIFY, target) || MWA_GetCurseState(MWS_AMPLIFY_DAMAGE, target))
			return false;
	
		return (_res < 150 && NTC_GetMerc());
	}
		
	return false;
}

function MWA_CalcCorpseExplosionRadius()
{
	// Calculate the approximate CE Range using a simple linear regression
	if(me.GetSkill(74, true) > 0)
		return (0.333684 * me.GetSkill(74, true) + 2.29632).toFixed(1);
	else
		return 0.0;
}

function MWA_GetClosestCorpseGID(x, y, range)
{
	var _gid, _dist, _mindist, _corpses;
	
	if(arguments.length < 3)
		range = 50;
		
	_mindist = 10000;
	_gid = 0;
	
	_corpses = NTC_FindUnit(NTC_UNIT_MONSTER);
	
	if(_corpses)
	{
		do
		{
			if(MWL_CheckLootStatus(_corpses) && MWL_IsLootableMonster(_corpses.classid) && _corpses.name != GetLocaleString(5386) && _corpses.mode == 12) // Only check valid corpses that can be used for corpse explosion or minions
			{
				_dist = GetDistance(x, y, _corpses.x, _corpses.y);
				
				if(_dist < _mindist && _dist <= range)
				{
					_mindist = _dist;
					_gid = _corpses.gid;
				}
			}
		} while(_corpses.GetNext());
	}
	
	return _gid;
}


function MWA_IsHazardousMonster(target)
{
	var _viciousness, _damageType, _count;
	
	_viciousness = 0;
	_damageType = -1;
	
	switch(target.classid)
	{
		// Physical damage (type 0)
		case 310: // Doom Knight
		case 312: // Oblivion Knight
		case 472: // Hell Temptress WSK
		case 510: // Death Lord WSK
		case 571: // Minion Of Destruction
		case 638: // Vile Witch WSK
		case 691: // Undead Soul Killer Throne
		case 700: // Doom Knight Throne
		case 702: // Oblivion Knight Throne
			_damageType = 0;
			_viciousness++;
			break;
		// Elemental damage (type 1)
		case 640: // Black Soul WSK
		case 641: // Black Soul Throne
			_damageType = 1;
			_viciousness++;
			break;	
		// Both physical and elemental damage (type -1)
		case 345: // Council Member
		case 346: // Council Member
		case 347: // Council Member
		case 362: // Venom Lord
		case 558: // Venom Lord Throne
			_viciousness++;
			break;	
	}
		
	_count = MWA_FindNearbyMonsters(6, target);
	
	if(_count > 2)
		_viciousness++;
	else if(_count > 4)
		_viciousness += 2;
	else if(_count > 6)
		_viciousness += 3;

	if(target.GetState(29))	// Conviction
		_viciousness += 2;
	
	if(_damageType == 0 || _damageType == -1)
	{
		if(target.GetState(49))	// Fanatism 
			_viciousness += 2;
		
		if(target.GetState(33)	// Might
		|| target.GetState(40))	// Blessed Aim
			_viciousness++;
			
		if(me.GetState(9) 		// Amplify Damage
		|| me.GetState(60))		// Decrepify
			_viciousness++;
	}
	
	if(_damageType == 1 || _damageType == -1)
	{
		if(me.GetState(28) 		// Convicted
		|| me.GetState(61))		// Lower Resist
			_viciousness++;
	}
	
	return _viciousness > 3;
}

function MWA_SetMinionCounts()
{
	// Define the maximum amount of Skeletons
	if(MWConfig_SkeletonMinionCount <= MWC_GetMaxMinionCount(NTConfig_AttackSkill[4]))
		_MWA_Minion_Counts[0] = MWConfig_SkeletonMinionCount;
	else
		_MWA_Minion_Counts[0] = MWC_GetMaxMinionCount(NTConfig_AttackSkill[4]);
		
	// Define the maximum amount of Mages
	if(MWConfig_MageMinionCount <= MWC_GetMaxMinionCount(NTConfig_AttackSkill[5]))
		_MWA_Minion_Counts[1] = MWConfig_MageMinionCount;
	else
		_MWA_Minion_Counts[1] = MWC_GetMaxMinionCount(NTConfig_AttackSkill[5]);

	// Define the maximum amount of Revives
	if(MWConfig_ReviveMinionCount <= MWC_GetMaxMinionCount(NTConfig_AttackSkill[6]))
		_MWA_Minion_Counts[2] = MWConfig_ReviveMinionCount;
	else
		_MWA_Minion_Counts[2] = MWC_GetMaxMinionCount(NTConfig_AttackSkill[6]);
}

function MWA_RaiseMinions()
{
	var _corpse, _gid, _gidsHandled, _count;
	
	if(me.classid != NTC_CHAR_CLASS_NECROMANCER)
		return false;
		
	_gidsHandled = new Array();
	
	MWA_SetMinionCounts();
	
	for(var i = 0; i < 100; i++)
	{
		_gid = MWA_GetClosestCorpseGID(me.x, me.y, 30);
		
		if(_gid == 0) // Stop if there are not any corpses nearby
			break;
		
		if(_gidsHandled.indexOf(_gid) > -1)
			continue;
			
		_corpse = NTC_FindUnit(NTC_UNIT_MONSTER, _gid); // Get the unit of the closest corpse
		
		if(_corpse)
		{
			_gidsHandled.push(_gid);
			
			if(NTC_GetSkillLevel(NTConfig_AttackSkill[4]) > 0) // Summon first minion type until the desired number of minions is reached
			{
				_count = MWC_GetMinionCount(NTConfig_AttackSkill[4]);
				
				if(_count < _MWA_Minion_Counts[0] && (NTConfig_AttackSkill[4] != 95 || !(_corpse.spectype&0x0E)))
				{
					if(MWConfig_ShowOverheadStatus)
					{
						if(NTConfig_AttackSkill[4] == 95)
							MWC_PrintOverheadStatus("Reviving " + _corpse.name + " (" + (_count + 1) + "/" +_MWA_Minion_Counts[0] + ")");
						else
							MWC_PrintOverheadStatus("Summoning " + MWC_GetMinionName(NTConfig_AttackSkill[4]) + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[0] + ")");
					}
					
					if(GetDistance(me, _corpse) > _NTA_SkillRange[4] || !CheckCollision(me, _corpse, 4) || !CheckCollision(me, _corpse, 2))
						NTM_MoveTo(_corpse.areaid, _corpse.x, _corpse.y, 0);

					NTC_CastSkill(NTConfig_AttackSkill[4], _NTA_SkillHand[4], _corpse);
					
					continue;
				}
			}
			
			if(NTC_GetSkillLevel(NTConfig_AttackSkill[5]) > 0) // Summon second minion type until the desired number of minions is reached
			{
				_count = MWC_GetMinionCount(NTConfig_AttackSkill[5]);
				
				if(_count < _MWA_Minion_Counts[1] && (NTConfig_AttackSkill[5] != 95 || !(_corpse.spectype&0x0E)))
				{
					if(MWConfig_ShowOverheadStatus)
					{
						if(NTConfig_AttackSkill[5] == 95)
							MWC_PrintOverheadStatus("Reviving " + _corpse.name + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[1] + ")");
						else
							MWC_PrintOverheadStatus("Summoning " + MWC_GetMinionName(NTConfig_AttackSkill[5]) + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[1] + ")");
					}
					
					if(GetDistance(me, _corpse) > _NTA_SkillRange[4] || !CheckCollision(me, _corpse, 4) || !CheckCollision(me, _corpse, 2))
						NTM_MoveTo(_corpse.areaid, _corpse.x, _corpse.y, 0);
					
					NTC_CastSkill(NTConfig_AttackSkill[5], _NTA_SkillHand[5], _corpse);
					
					continue;
				}
			}
			
			if(NTC_GetSkillLevel(NTConfig_AttackSkill[6]) > 0) // Summon third minion type until the desired number of minions is reached
			{
				_count = MWC_GetMinionCount(NTConfig_AttackSkill[6]);
				
				if(_count < _MWA_Minion_Counts[2] && (NTConfig_AttackSkill[6] != 95 || !(_corpse.spectype&0x0E)))
				{
					if(MWConfig_ShowOverheadStatus)
					{
						if(NTConfig_AttackSkill[6] == 95)
							MWC_PrintOverheadStatus("Reviving " + _corpse.name + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[2] + ")");
						else
							MWC_PrintOverheadStatus("Summoning " + MWC_GetMinionName(NTConfig_AttackSkill[6]) + " (" + (_count + 1) + "/" + _MWA_Minion_Counts[2] + ")");
					}
					
					if(GetDistance(me, _corpse) > _NTA_SkillRange[4] || !CheckCollision(me, _corpse, 4) || !CheckCollision(me, _corpse, 2))
						NTM_MoveTo(_corpse.areaid, _corpse.x, _corpse.y, 0);
					
					NTC_CastSkill(NTConfig_AttackSkill[6], _NTA_SkillHand[6], _corpse);
					
					continue;
				}
			}
			
			// Stop if the the maximum number of each minion type is reached
			break;
		}
	}
	
	return true;
}

function MWA_CalcAverageMinionDistance(unit)
{
	var _monsters, _parent, _distances, _averageDist;
	
	_averageDist = 0.0;
	_distances = new Array();
	
	if(arguments.length < 1)
		unit = me;
	
	_monsters = NTC_FindUnit(NTC_UNIT_MONSTER);

	if(_monsters)
	{
		do
		{
			if(GetDistance(unit, _monsters) < 45)
			{
				_parent = _monsters.GetParent();
				
				if(_parent && _parent.name == me.name) // Check whether the unit (Merc, Skeleton, Mage, Revive or Golem) actually belongs to our char
					_distances.push(GetDistance(unit, _monsters));
			}
		} while(_monsters.GetNext());
	}
	
	// Calculate the average
	for(var i = 0; i < _distances.length; i++)
		_averageDist += _distances[i]; // Add all distances
	
	if(_distances.length != 0)
		_averageDist /= _distances.length; // Divide the sum by the number of distances
			
	return _averageDist; // Return true if the majority of minions is sharing the same position as our char --> minions stuck
}
function MWA_GetCurseState(skillid, target)
{
	if(!target || skillid < 66 || skillid > 91)
		return false;
	
	if((target.spectype & 0x04) && target.name.indexOf(GetLocaleString(11086)) != -1) // Ignore possessed champions that cannot be cursed
		return true;
		
	// Ignore foes that cannot be cursed anyway
	switch(target.classid)
	{
		case 194: // Blood Maggot Egg
		case 207: // Blood Hawk Nest
		case 497: // Catapult
		case 498: // Catapult
		case 499: // Catapult
		case 500: // Catapult
		case 516: // Catapult
		case 517: // Catapult
		case 518: // Catapult
		case 519: // Catapult
			return true;
	}
	
	switch(skillid)
	{
		case 66: // Amplify Damage
			return (target.GetState(9) != 0);
		case 71: // Dim Vision
			return (target.GetState(23) != 0);
		case 72: // Weaken
			return (target.GetState(19) != 0);
		case 76: // Iron Maiden
			return (target.GetState(55) != 0);
		case 77: // Terror
			return (target.GetState(56) != 0);
		case 81: // Confuse
			return (target.GetState(59) != 0);
		case 82: // Life Tap
			return (target.GetState(58) != 0);
		case 86: // Attract
			return (target.GetState(57) != 0);
		case 87: // Decrepify
			return (target.GetState(60) != 0);
		case 91: // Lower Resist
			return (target.GetState(61) != 0);
	}
	
	return false;
}

function MWA_CheckAttackTimeLimit(target)
{
	var _tickLimit;
	
	if(_MWA_Attack_Time.length > 0 && _MWA_Attack_Time[0] == target.gid) // If the target has been attacked before and its gid is saved in the array
	{
		_MWA_Attack_Time[3]++;
				
		if(GetTickCount() > _MWA_Attack_Time[1] + _MWA_Attack_Time[2]) // Check if the time limit exceeded yet
		{
			Print("ÿc1Attack time limit exceeded! Skipping " + target.name + "...");
			return true;
		}
	}
	else // The target has not been attacked before
	{
		// Determine the end time in ticks using the limits specified in the char config
		if((target.spectype & 0x02) && MWConfig_AttackTimeLimit[4] > 0) // Super Unique
			_tickLimit = 1E3 * MWConfig_AttackTimeLimit[1];
		else if((target.spectype & 0x04) && MWConfig_AttackTimeLimit[3] > 0) // Champion
			_tickLimit = 1E3 * MWConfig_AttackTimeLimit[2];
		else if((target.spectype & 0x08) && MWConfig_AttackTimeLimit[2] > 0) // Boss
			_tickLimit = 1E3 * MWConfig_AttackTimeLimit[3];
		else if((target.spectype & 0x10) && MWConfig_AttackTimeLimit[1] > 0) // Minion
			_tickLimit = 1E3 * MWConfig_AttackTimeLimit[4];
		else if(MWConfig_AttackTimeLimit[0] > 0) // All
			_tickLimit = 1E3 * MWConfig_AttackTimeLimit[0];
		else
			_tickLimit = 2 * GetTickCount(); // Set Attack time to "infinite" if no time limit is defined

		_MWA_Attack_Time = [target.gid, GetTickCount(), _tickLimit, 1]; // Save both the target's gid and the end time
	}
	
	return false;
}

function MWA_IsUndead(target)
{
	if(arguments.lenth < 1 || !target)
		return false;
		
	switch(target.classid)
	{
		case 0: // Skeleton
		case 1: // Returned
		case 2: // Bone Warrior
		case 3: // Burning Dead
		case 4: // Horror
		case 5: // Zombie
		case 6: // Hungry Dead
		case 7: // Ghoule
		case 9: // Plague Bearer
		case 38: // Ghost
		case 40: // Specter
		case 41: // Apparition
		case 96: // Dried Corpse
		case 98: // Embalmed
		case 99: // Preserved Dead
		case 101: // Hollow One
		case 102: // Guardian
		case 103: // Unraveler
		case 104: // Horadrim Ancient
		case 105: // Unraveler
		case 111: // Undead Scavenger
		case 131: // Ghoul Lord
		case 132: // Night Lord
		case 133: // Dark Lord
		case 134: // Blood Lord
		case 135: // The Banished
		case 170: // Skeleton Archer
		case 171: // Returned Archer
		case 172: // Bone Archer
		case 174: // Horror Archer
		case 215: // Undead Soul Killer
		case 276: // Bone Ash
		case 306: // Storm Caster
		case 310: // Doom Knight
		case 311: // Abyss Knight
		case 312: // Oblivion Knight
		case 365: // Griswold
		case 381: // Death Mage
		case 383: // Returned Mage
		case 384: // Bone Mage
		case 385: // Burning Dead mage
		case 387: // Returned Mage
		case 388: // Bone Mage
		case 390: // Horror Mage
		case 437: // Reanimated Horde
		case 438: // Prowling Dead
		case 440: // Defiled Warrior
		case 578: // Returned Archer
		case 608: // Carrion Bird
		case 620: // Returned Mage
		case 622: // Returned Mage
		case 623: // Horror Mage
		case 624: // Bone Mage
		case 626: // Horror Mage
		case 640: // Black Soul
		case 641: // Black Soul Throne
		case 669: // Horadrim Ancient
		case 670: // Horadrim Ancient
		case 696: // Ghoul Lord
		case 697: // Dark Lord
		case 698: // Unholy Corpse
		case 691: // Undead Soul Killer
		case 700: // Doom Knight
		case 702: // Oblivion Knight
		case 713: // Oblivion Knight
		case 726: // Horror Archer
		case 727: // Burning Dead Mage
		case 728: // Horror Mage
		case 729: // Bone Mage
		case 730: // Horror Mage
		case 731: // Dark Lord
			return true;
	}

	return false;
}

function MWA_IsPriorityTarget(target)
{
	if(arguments.lenth < 1 || !target)
		return false;
		
	switch(target.classid)
	{
		case 58: // Fallen Shaman
		case 59: // Carver Shaman
		case 60: // Devilkin Shaman
		case 61: // Dark Shaman
		case 62: // Warped Shaman
		case 68: // Sand Maggot
		case 69: // Rock Worm
		case 70: // Devourer
		case 101: // Hollow One
		case 102: // Guardian
		case 103: // Unraveler
		case 104: // Horadrim Ancient
		case 105: // Unraveler
		case 207: // Blood Hawk Nest
		case 238: // Sexton
		case 240: // Heirophant
		case 279: // Fetish Shaman
		case 280: // Flayer Shaman
		case 281: // Soul Killer Shaman
		case 298: // Flesh Spawner
		case 299: // Stygian Hag
		case 300: // Grotesque
		case 646: // Devilkin Shaman
		case 669: // Horadrim Ancient
		case 670: // Horadrim Ancient
		case 674: // Heirophant
		case 676: // Flesh Spawner
			return true;
	}

	return false;
}

function MWA_PrintAttackStatus(type, target)
{
	var _output, _attackTimeString;
	
	if(!MWConfig_ShowOverheadStatus || arguments.length < 2)
		return false;
		
	_attackTimeString = "";
	
	switch(type)
	{
		case 1:
			_output = "Killing ";
			break;
		default:
			_output = "Attacking ";
			break;
	}

	if(target.gid == _MWA_Attack_Time[0] && GetTickCount() - _MWA_Attack_Time[1] > 5E3)
		_attackTimeString = " [" + MWC_ConvertTicksToTimeString(GetTickCount() - _MWA_Attack_Time[1]) + "]";
	
	if(target.hp / target.hpmax > 0)
		return MWC_PrintOverheadStatus(_output + target.name + " " + (target.hp * 100 / target.hpmax).toFixed(0) + "%" + _attackTimeString);
	else
		return MWC_PrintOverheadStatus("Killed " + target.name + "!");
}

function MWA_Traps(target)
{
	this.Active;
	this.Target = target;
	
	this.MAXQUANTITY = 5;
	
	this.GetTrapPosition = MWA_Traps_GetTrapPosition;
	this.Refresh = MWA_Traps_Refresh;
	this.GetQuantity = MWA_Traps_GetQuantity;
	
	this.Refresh();
}

function MWA_Trap(unit)
{
	this.X = unit.x;
	this.Y = unit.y;
	this.GID = unit.gid;
	this.ClassID = unit.classid;
	this.Mode = unit.mode;
	
	this.RANGE = 20;
	
	this.IsValid = MWA_Trap_IsValid;
}

function MWA_Trap_IsValid(target)
{
	var _trap;
	
	if(!target)
		return false;
		
	_trap = NTC_FindUnit(NTC_UNIT_MONSTER, this.GID);
	
	if(!_trap || _trap.mode == 12) // The trap is either really far aways or already fired all its shots
		return false;
		
	if(_trap.mode == 8) // Traps that are currently fireing are considered valid
		return true;
		
	if(!CheckCollision(target, _trap, 2)) // The trap cannot attack the current target due to obstacles
		return false;
		
	if(GetDistance(this.X, this.Y, target.x, target.y) > this.RANGE) // The target is too far away from the trap
		return false;
		
	if(GetDistance(this.X, this.Y, me.x, me.y) > 40) // The trap is too far away from us
		return false;
		
	return true;
}

function MWA_Traps_GetTrapPosition(range)
{
	var _pos, _trapPos, _vec, _vecOrtho;
	const _DIST = 4;
	
	if(!this.Target || arguments.length < 1)
		return null;
		
	_pos = me.GetOptimalAttackPos(this.Target.areaid, this.Target.x, this.Target.y, range, 4);
	
	if(_pos)
	{
		_vec = new vector(this.Target.x - _pos[0], this.Target.y - _pos[1]);
		
		if(_vec)
		{
			_vecOrtho = new vector(_vec.x, _vec.y);
			
			if(_vecOrtho)
			{
				_vecOrtho.rotate(90);
					
				switch(this.Active.length)
				{
					case 4:
						_vec.setlength(_DIST);
						_vecOrtho.setlength(_DIST);
						break;
					case 3:
						_vec.setlength(_DIST);
						_vecOrtho.setlength(-1 * _DIST);
						break;
					case 2:
						_vec.setlength(_DIST / 2);
						_vecOrtho.setlength(_DIST / 2);
						break;
					case 1:
						_vec.setlength(_DIST / 2);
						_vecOrtho.setlength(_DIST / -2);
						break;
					default:
						return new coord(_pos[0], _pos[1]);
				}
				
				_trapPos = new coord(Math.round(_pos[0] + _vec.x + _vecOrtho.x), Math.round(_pos[1] + _vec.y + _vecOrtho.y));
				
				if(_trapPos && CheckCollision(this.Target.areaid, _trapPos.x, _trapPos.y, 0))
					return _trapPos;
			}
		}
		
		return new coord(_pos[0], _pos[1]);
	}

	return null;
}

function MWA_Traps_GetQuantity(skillid)
{
	var _count, _classid;
	
	_count = 0;
	
	switch(skillid)
	{
		case MWS_CHARGED_BOLT_SENTRY:
			_classid = MWC_MINION_CHARGED_BOLT_SENTRY;
			break;
		case MWS_WAKE_OF_FIRE:
			_classid = MWC_MINION_WAKE_OF_FIRE;
			break;
		case MWS_LIGHTNING_SENTRY:
			_classid = MWC_MINION_LIGHTNING_SENTRY;
			break;
		case MWS_WAKE_OF_INFERNO:
			_classid = MWC_MINION_WAKE_OF_INFERNO;
			break;
		case MWS_DEATH_SENTRY:
			_classid = MWC_MINION_DEATH_SENTRY;
			break;
	}
	
	for(var i = 0; i < this.Active.length; i++)
	{
		if(this.Active[i].IsValid(this.Target) && this.Active[i].ClassID == _classid)
			_count++;
	}
	
	return _count;
}

function MWA_Traps_Refresh(target)
{
	var _unit, _trap;
	
	this.Active = new Array();
	this.Target = target;
	
	_unit = NTC_FindUnit(NTC_UNIT_MONSTER);
	
	if(_unit)
	{
		do
		{
			if(!_unit.IsAttackable() && (_unit.classid >= MWC_MINION_WAKE_OF_FIRE && _unit.classid <= MWC_MINION_LIGHTNING_SENTRY || _unit.classid >= MWC_MINION_WAKE_OF_INFERNO && _unit.classid <= MWC_MINION_DEATH_SENTRY))
			{
				if(NTC_CheckOwner(_unit))
				{
					_trap = new MWA_Trap(_unit);
					
					if(_trap && _trap.IsValid(this.target))
						this.Active.push(_trap);
				}
			}
		} while(_unit.GetNext());
		
		return true;
	}
	
	return false;
}
Hey muddy, erstmal danke für den Bot is wunderbar.
Da ich auch Countess nich killen konnte, bin ich diesen Anweisungen gefolgt, aber nun hab ich einen
MWBotGame.ntj (87) : ReferenceError: NT_LoadConfig is not defined
Wäre super wenn du mir weiterhelfen könntest.
Danke
neeeji is offline  
Reply


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