Author Topic: [D2NT] HolyBolt for Immunes NTAttack  (Read 3225 times)

Offline Justin

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[D2NT] HolyBolt for Immunes NTAttack
« on: June 07, 2010, 07:47:32 PM »
Okay, so you have already set your skills to holybolt and cleansing in character config...

Now, all you have to do is copy/paste the code below to your NTAttack.ntl

D2NT > Scripts > libs > common


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

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

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

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

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

function NTA_KillMonster(classid)
{
var _target;

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

_target = NTC_FindUnit(NTC_UNIT_MONSTER, classid, 5);

if(!_target)
return false;

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

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

_attackcount++;
}
}

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

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

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

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

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

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

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

_target = NTC_FindUnit(NTC_UNIT_MONSTER);

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

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

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

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

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

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

if(NTConfig_OpenChest)
{
_target = NTC_GetSpecialChest();

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

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

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

return true;
}

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

_room = GetRoom();

if(!_room)
return false;

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

_rooms = new Array();

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

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

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

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

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

NTP_DoPrecast(false);
}

_rooms.splice(_minindex, 1);
}

return true;
}

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

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

_room = me.GetRoom();

if(!_room)
return false;

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

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

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

_target = NTC_FindUnit(NTC_UNIT_MONSTER);

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

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

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

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

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

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

if(NTConfig_OpenChest)
{
_target = NTC_GetSpecialChest();

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

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

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

return true;
}

function NTA_IsValidMonster(monster)
{
var _classid;

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

_classid = monster.classid;

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

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

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

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

return true;
}

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

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

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

return NTA_DAMAGE_PHYSICAL;
}

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

return 0;
}

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

return false;
}

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

return 0;
}

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

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

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

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

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

_maxindex = -1;
_maxskill = 0;

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

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

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

function NTA_SorceressAttackInt(target, firstorder)
{
var _primaryindex;

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

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

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

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

return 3;
}

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

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

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

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

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

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

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

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

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

return 3;
}
}

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

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

return 3;
}

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

return 3;
}

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

return 3;
}

return 1;
}

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

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

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

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

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

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

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

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

return false;
}

function NTA_NecromancerAttackPatternInt()
{
return false;
}

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

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

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

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

_maxindex = -1;
_maxskill = 0;

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

_maxindex = 0;
switch(_maxindex)
{
case 0: // Blessed Hammer
NTConfig_AttackSkill[1] = 112;
NTConfig_AttackSkill[2] = 113;
NTConfig_AttackSkill[3] = 112;
NTConfig_AttackSkill[4] = 113;
NTConfig_AttackSkill[5] = 101;
NTConfig_AttackSkill[6] = 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_DAMAGE_MAGIC) < 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_DAMAGE_MAGIC) < 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_DAMAGE_MAGIC) >= 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;
}

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Helvinek

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #1 on: June 07, 2010, 10:48:38 PM »
Works like a charm, thanks!!

Dethckr

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #2 on: June 16, 2010, 05:13:30 PM »
To use this script do i add it to the existing NT attack file at the bottom or replace the files script with this?

Offline Joel_T

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #3 on: June 16, 2010, 05:37:27 PM »
this is sketchy as shit for me, it teles to the skels and hammers them only...doesnt even use holybolt

noob_patrol

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #4 on: June 16, 2010, 05:58:24 PM »
this is sketchy as shit for me, it teles to the skels and hammers them only...doesnt even use holybolt
have you set holybolt up in your char config?

Offline moorejustin2025

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #5 on: June 18, 2010, 11:51:12 PM »
 I have the same question, To use this script do i add it to the existing NT attack file at the bottom or replace the files script with this? I have no experience with coding period, and I just want to be sure I don't screw anything up.


                                                                                                                                                             Thanks

Offline TheFreak

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #6 on: June 19, 2010, 12:27:16 AM »
Totally replace, and yu also need to make sure yur attack config; in yur char config looks like this :

Code: [Select]
//------------------------------------------------------------------------------
// Attack configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 112; // Primary skill to boss.
NTConfig_AttackSkill[2] = 113; // Primary aura to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 112; // Primary skill to others.
NTConfig_AttackSkill[4] = 113; // Primary aura to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 101; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 113; // Secondary aura. Set to 0 if you won't
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.

This will use conc as aura when using holy bolt, to make merc stronger. If yu want it to use a diff aura change attackskill[6] to tha one yu want.


My New function:

function AlbertEinstein()
{
If (A = success in life)
A = x + y + z;
x = Work;
y = Play;
z = Keeping your mouth shut;
}

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Offline moorejustin2025

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #7 on: June 19, 2010, 12:21:21 PM »
Hey can someone please upload the above text in a notepad document for download, because when I try to copy and paste this it comes out looking all messed up.  I would greatly appreciate it if it's not too much trouble. Not trying to be a pain, but after multiple attempts, I still can't get it to do right.

noob_patrol

  • Guest
Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #8 on: June 19, 2010, 05:41:56 PM »
here u go
make sure ur secondary arura is 113 (conc) much more efficent

Offline moorejustin2025

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #9 on: June 19, 2010, 08:24:18 PM »
Damn you guys are on point! Thanks a lot man.

                                                                       Justin

noob_patrol

  • Guest
Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #10 on: June 19, 2010, 11:20:10 PM »
Damn you guys are on point! Thanks a lot man.

                                                                       Justin
np tell ur friends bout dis site :D

Offline JiMZZZZ

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Re: [D2NT] HolyBolt for Immunes NTAttack
« Reply #11 on: September 08, 2010, 09:30:40 PM »
Thanks for the help Coop lets see if I can do this now.
New here.