Author Topic: [D2NT] Druid Class Script  (Read 9770 times)

Offline Justin

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[D2NT] Druid Class Script
« on: June 03, 2010, 01:49:33 AM »
Quote
.: Druid Class Script :.
.:.: Version 1.0 May 17 2010 :.:.
By:BigApple90

Quote
NOTES:
?   Supports werewolf/werebear druid.
?   If you want to teleport with a feral druid (lol) the bot will tele to target then shapeshift to attack. Works good for single places like Andariel/Meph/Eldritch etc. Would not work well in a place like chaos sanc (teles there, shapeshifts, attacks, then walks the rest of the way. Maybe feral bot can be useful for a baal leech fight.
?   Elemental druid will always tele ontop of Andy, Meph, Baal, and Diablo to hit them better with tornado.


Quote
If you have no edits to your current NTAttack.ntl you can just copy paste mine (has some pally edits and other things): http://pastebin.com/raw.php?i=nQga8atc and skip to step 4


Quote
Step [1]: Open NTAttack, add these case codes for spell rang
e:

Code: [Select]
         case 225:  //Fire Storm
         case 229:  //Molten Boulder
         case 230:  //Arctic Blast
         case 232:  //Feral Rage
         case 233:  //Maul
         case 238:  //Rabies
         case 239:  //Fire Claws
         case 240:  //Twister
         case 242:  //Hunger
         case 243:  //Shockwave
         case 244:  //Volcano
            _NTA_SkillRange[i] = 3;
            break;
         case 245:  //Tornado
            _NTA_SkillRange[i] = 9;
            break;
         case 248:  //Fury       
            _NTA_SkillRange[i] = 3;
            break;
         



Quote
Step [2]: Find "NTA_IsValidMonster"

Quote
Code: [Select]
if(me.classid == NTC_CHAR_CLASS_DRUID)
   {
      if(!me.GetState(144))
         NTC_CastSkill(250, NTC_HAND_RIGHT);
      if(!me.GetState(151))
         NTC_CastSkill(235, NTC_HAND_RIGHT);
      if(!me.GetState(149))
         NTC_CastSkill(226, NTC_HAND_RIGHT);
       
   }
and paste it above:


Quote
return true;

so it looks like :
Code: [Select]
   if(monster.GetState(53) || monster.GetState(96)) // Conversion, Revive
      return false;

if(me.classid == NTC_CHAR_CLASS_DRUID)
   {
      if(!me.GetState(144))
         NTC_CastSkill(250, NTC_HAND_RIGHT);
      if(!me.GetState(151))
         NTC_CastSkill(235, NTC_HAND_RIGHT);
      if(!me.GetState(149))
         NTC_CastSkill(226, NTC_HAND_RIGHT);
     
   }
   return true;
}

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

Quote
Step 3]: Now, replace these functions:

Quote
function NTA_DruidAttackPatternInt(), function NTA_DruidAttackInt(target, firstorder), function NTA_DruidCastSkillInt(index, target)


with this code:

Code: [Select]
function NTA_DruidAttackPatternInt()
{
   var _maxindex, _maxskill;
   var _avgskilllevel = new Array();

   _avgskilllevel[0] = me.GetSkill(245, false);
   _maxindex = -1;
   _maxskill = 0;

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

   switch(_maxindex)
   {
   case 0: //
      NTConfig_AttackSkill[1] = 245;
      NTConfig_AttackSkill[2] = 245;
      NTConfig_AttackSkill[3] = 245;
      NTConfig_AttackSkill[4] = 245;
      NTConfig_AttackSkill[5] = 245;
      NTConfig_AttackSkill[6] = 245;
      break;
   }

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

function NTA_DruidAttackInt(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) > NTConfig_AttackSkill[0] || !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(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
         return 2;

      return 3;
   }


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

   

   if(me.GetSkill(245, true) > 1)
      if(target.name == "Andariel" || target.name == "Baal" || target.name == "Mephisto" || target.name == "Diablo")
      {
         if(!NTA_DruidCastSkillIntNear(_primaryindex, target))
            return 2;

         return 3;
      }
   

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

      return 3;
   }

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

      return 3;
   }

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

      return 3;
   }

   return 1;
}

function NTA_DruidCastSkillIntNear(index, target)
{   
   if(GetDistance(me, target) > 3 || !CheckCollision(me, target, 4))
      NTM_MoveTo(target.areaid, target.x, target.y, 0);
   
   return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
   
   if(NTConfig_AttackSkill[index+1] > 0)
   {
      if(GetDistance(me, target) > 3 || !CheckCollision(me, target, 4))
      {
         var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, 3, 4);

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

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

function NTA_DruidCastSkillInt(index, target)
{       
   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(!me.GetState(139))
      NTC_CastSkill(223, NTC_HAND_RIGHT) // Werewolf
   else if(!me.GetState(140))       
      NTC_CastSkill(228, NTC_HAND_RIGHT) // Werebear   

   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);
   }
}


Quote
Save and close NTAttack.


Quote
Step [4]: Copy a Sorcoress NTConfig and rename it like so:

NTConfig_Druid_(charnamehere)



Quote
Step [5]: Open the new config file.


Step [6]:
Quote
//------------------------------------------------------------------------------
// Attack configuration
//------------------------------------------------------------------------------
// 225: //Fire Storm
// 229: //Molten Boulder
// 230: //Arctic Blast
// 232: //Feral Rage
// 233: //Maul
// 238: //Rabies
// 239: //Fire Claws
// 240: //Twister
// 242: //Hunger
// 243: //Shockwave
// 244: //Volcano
// 245: //Tornado
// 248: //Fury   

NTConfig_AttackSkill[0] = 0;   // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 0;   // Primary skill to boss.
NTConfig_AttackSkill[2] = 0;   // Primary untimed skill to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 0;   // Primary skill to others.
NTConfig_AttackSkill[4] = 0;   // Primary untimed skill to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 0;   // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 0;   // Secondary untimed skill. Set to 0 if you won't

For Feral Druid don't leave the attacks to 0. For Elemental Druids tornado is defaulted to all attacks unless you change it.
Don't forget to config everything else (bosses, chicken settings, etc)


Quote
Let me know if you have any issues, questions or if you find any bugs.
Version 1.0: Initial Release
« Last Edit: April 03, 2011, 07:20:11 PM by cooptheking03 »

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renato920201

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Re: [D2NT] Druid Class Script
« Reply #1 on: June 14, 2010, 02:57:24 PM »

Quote
.: Druid Class Script :.
.:.: Version 1.0 May 17 2010 :.:.
By:BigApple90

Quote
NOTES:
?   Supports werewolf/werebear druid.
?   If you want to teleport with a feral druid (lol) the bot will tele to target then shapeshift to attack. Works good for single places like Andariel/Meph/Eldritch etc. Would not work well in a place like chaos sanc (teles there, shapeshifts, attacks, then walks the rest of the way. Maybe feral bot can be useful for a baal leech fight.
?   Elemental druid will always tele ontop of Andy, Meph, Baal, and Diablo to hit them better with tornado.


Quote
If you have no edits to your current NTAttack.ntl you can just copy paste mine (has some pally edits and other things): http://pastebin.com/raw.php?i=nQga8atc and skip to step 4


Quote
Step [1]: Open NTAttack, add these case codes for spell rang
e:

Code: [Select]
         case 225:  //Fire Storm
         case 229:  //Molten Boulder
         case 230:  //Arctic Blast
         case 232:  //Feral Rage
         case 233:  //Maul
         case 238:  //Rabies
         case 239:  //Fire Claws
         case 240:  //Twister
         case 242:  //Hunger
         case 243:  //Shockwave
         case 244:  //Volcano
            _NTA_SkillRange[i] = 3;
            break;
         case 245:  //Tornado
            _NTA_SkillRange[i] = 9;
            break;
         case 248:  //Fury       
            _NTA_SkillRange[i] = 3;
            break;
         



Quote
Step [2]: Find

Quote
NTA_IsValidMonster
copy this code:
Code:

if(me.classid == NTC_CHAR_CLASS_DRUID)
   {
      if(!me.GetState(144))
         NTC_CastSkill(250, NTC_HAND_RIGHT);
      if(!me.GetState(151))
         NTC_CastSkill(235, NTC_HAND_RIGHT);
      if(!me.GetState(149))
         NTC_CastSkill(226, NTC_HAND_RIGHT);
       
   }
and paste it above:


Quote
return true;



Quote
Step 3]: Now, replace these functions:

Quote
function NTA_DruidAttackPatternInt(), function NTA_DruidAttackInt(target, firstorder), function NTA_DruidCastSkillInt(index, target)


with this code:

Code: [Select]
function NTA_DruidAttackPatternInt()
{
   var _maxindex, _maxskill;
   var _avgskilllevel = new Array();

   _avgskilllevel[0] = me.GetSkill(245, false);
   _maxindex = -1;
   _maxskill = 0;

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

   switch(_maxindex)
   {
   case 0: //
      NTConfig_AttackSkill[1] = 245;
      NTConfig_AttackSkill[2] = 245;
      NTConfig_AttackSkill[3] = 245;
      NTConfig_AttackSkill[4] = 245;
      NTConfig_AttackSkill[5] = 245;
      NTConfig_AttackSkill[6] = 245;
      break;
   }

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

function NTA_DruidAttackInt(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) > NTConfig_AttackSkill[0] || !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(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
         return 2;

      return 3;
   }


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

   

   if(me.GetSkill(245, true) > 1)
      if(target.name == "Andariel" || target.name == "Baal" || target.name == "Mephisto" || target.name == "Diablo")
      {
         if(!NTA_DruidCastSkillIntNear(_primaryindex, target))
            return 2;

         return 3;
      }
   

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

      return 3;
   }

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

      return 3;
   }

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

      return 3;
   }

   return 1;
}

function NTA_DruidCastSkillIntNear(index, target)
{   
   if(GetDistance(me, target) > 3 || !CheckCollision(me, target, 4))
      NTM_MoveTo(target.areaid, target.x, target.y, 0);
   
   return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
   
   if(NTConfig_AttackSkill[index+1] > 0)
   {
      if(GetDistance(me, target) > 3 || !CheckCollision(me, target, 4))
      {
         var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, 3, 4);

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

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

function NTA_DruidCastSkillInt(index, target)
{       
   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(!me.GetState(139))
      NTC_CastSkill(223, NTC_HAND_RIGHT) // Werewolf
   else if(!me.GetState(140))       
      NTC_CastSkill(228, NTC_HAND_RIGHT) // Werebear   

   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);
   }
}


Quote
Save and close NTAttack.


Quote
Step [4]: Copy a Sorcoress NTConfig and rename it like so:

NTConfig_Druid_(charnamehere)



Quote
Step [5]: Open the new config file.


Step [6]:
Quote
//------------------------------------------------------------------------------
// Attack configuration
//------------------------------------------------------------------------------
// 225: //Fire Storm
// 229: //Molten Boulder
// 230: //Arctic Blast
// 232: //Feral Rage
// 233: //Maul
// 238: //Rabies
// 239: //Fire Claws
// 240: //Twister
// 242: //Hunger
// 243: //Shockwave
// 244: //Volcano
// 245: //Tornado
// 248: //Fury   

NTConfig_AttackSkill[0] = 0;   // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 0;   // Primary skill to boss.
NTConfig_AttackSkill[2] = 0;   // Primary untimed skill to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 0;   // Primary skill to others.
NTConfig_AttackSkill[4] = 0;   // Primary untimed skill to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 0;   // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 0;   // Secondary untimed skill. Set to 0 if you won't

For Feral Druid don't leave the attacks to 0. For Elemental Druids tornado is defaulted to all attacks unless you change it.
Don't forget to config everything else (bosses, chicken settings, etc)


Quote
Let me know if you have any issues, questions or if you find any bugs.
Version 1.0: Initial Release

Offline TheFreak

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Re: [D2NT] Druid Class Script
« Reply #2 on: June 14, 2010, 02:59:31 PM »
??


My New function:

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Re: [D2NT] Druid Class Script
« Reply #3 on: June 15, 2010, 08:48:08 PM »
Having problems configing leech script for a fire druid. it joins games fine. just casts bear cyclone sage. and leaves game. any thoughts i just configed the attack script.

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Re: [D2NT] Druid Class Script
« Reply #4 on: April 03, 2011, 12:52:36 PM »
so fucking confused with step two

Offline cooptheking03

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Re: [D2NT] Druid Class Script
« Reply #5 on: April 03, 2011, 07:20:56 PM »
so fucking confused with step two

I corrected it, and hopefully made it more easily followed. Let me know
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Offline xxzackxx

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Re: [D2NT] Druid Class Script
« Reply #6 on: April 04, 2011, 08:21:33 PM »
thanks alot :D but now i am getting error NTP_Doprecast is not defined i copied your whole ntattack and i got my buddys druid script


Include("config/NTConfig.ntl");

var NTConfig_CastOakSage;
var NTConfig_CastCycloneArmor;
var NTConfig_CastSummonGrizzly;
var NTConfig_CastSummonDireWolf;
var NTConfig_CastHurricane;
var NTConfig_CastPoisonCreeper;

function NT_LoadConfig()
{
//------------------------------------------------------------------------------
// Boss configuration
//------------------------------------------------------------------------------
//NTConfig_Script.push("NTPindleskin.ntj"); NTConfig_NihlathakExtension = false;
//NTConfig_Leader = "Terrorist" // Your Leader name - CaSe sensitive
//NTConfig_Script.push("NTBaalLeechFight.ntj"); NTConfig_KillBaal = true;
//NTConfig_Script.push("NTPindleskin.ntj"); NTConfig_NihlathakExtension = false;
//NTConfig_Script.push("NTNihlathak.ntj"); NTConfig_PindleskinExtension = false;
NTConfig_Script.push("NTEldritch.ntj"); NTConfig_ShenkExtension = true;
//NTConfig_Script.push("NTThreshSocket.ntj");
//NTConfig_Script.push("NTFrozenRiver.ntj"); NTConfig_ClearFrozenRiver = false;
//NTConfig_Script.push("NTGlacialTrail.ntj"); NTConfig_ClearGlacialTrail = false;
//NTConfig_Script.push("NTIcyCellar.ntj"); NTConfig_ClearIcyCellar = false;
//NTConfig_Script.push("NTBaal.ntj"); NTConfig_KillBaal = true;
//NTConfig_Script.push("NTHephasto.ntj");
//NTConfig_Script.push("NTIzual.ntj");
NTConfig_Script.push("NTMephisto.ntj");
//NTConfig_Script.push("NTTravincal.ntj");
//NTConfig_Script.push("NTKurastTravel.ntj");
//NTConfig_Script.push("NTAct3Sewers.ntj"); NTConfig_ClearA3SewersLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTSummoner.ntj"); NTConfig_KillFireEye = true;
//NTConfig_Script.push("NTDuriel.ntj");
//NTConfig_Script.push("NTAncientTunnels.ntj");
//NTConfig_Script.push("NTColdworm.ntj");
//NTConfig_Script.push("NTRadament.ntj");
NTConfig_Script.push("NTAndariel.ntj");
//NTConfig_Script.push("NTCountess.ntj");
//NTConfig_Script.push("NTTreehead.ntj");
//NTConfig_Script.push("NTPit.ntj"); NTConfig_ClearPitLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTMausoleum.ntj"); NTConfig_KillBloodRaven = true;
//NTConfig_Script.push("NTHole.ntj"); NTConfig_ClearHoleLevel1 = 1; // 0 : don't clear, 1 : clear path only, 2 : clear all
//NTConfig_Script.push("NTTristram.ntj"); NTConfig_KillRakanishu = true;
NTConfig_Script.push("NTDiablo.ntj");

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
me.maxgametime = 1200; // time in seconds, maximum game length (0 is infinite)
NTConfig_StartDelay = 0; // Delay time in milliseconds to start;
NTConfig_AreaDelay = 500; // Delay time in milliseconds to change area;
NTConfig_SnagDelay = 500; // Delay time in milliseconds to wait before starting picking items

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
NTConfig_SkipHealLife = 90; // If you have more than this percent of life, you won't go to a healer
NTConfig_SkipHealMana = 70; // If you have more than this percent of mana, you won't go to a healer
NTConfig_UseMerc = true; // Set to true if you use a mercenary, will revive merc at a reviver npc.
NTConfig_ResetWeapon = false; // Set to true to reset weapon when reviving merc

NTConfig_LifeThresh = 80; // Drink a normal potion if under this percent of life.
NTConfig_LifeRejuvThresh = 65; // Drink a rejuvenation potion if under this percent of life.
NTConfig_ManaThresh = 30; // Drink a normal potion if under this percent of mana.
NTConfig_ManaRejuvThresh = 0; // Drink a rejuvenation potion if under this percent of mana.
NTConfig_LifeChicken = 40; // This is your chicken life percent. If you go below this life total, exit game.
NTConfig_ManaChicken = 0; // This is your chicken mana percent. If you go below this mana total, exit game.

NTConfig_MercLifeThresh = 50; // This is the threshold to use a life potion on your merc in percent.
NTConfig_MercRejuvThresh = 30; // This is the threshold to use a rejuv potion on your merc in percent.
NTConfig_MercChicken = 0; // This is your mercs chicken life percent. If he goes below this, exit game.

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
NTConfig_FreeSpace = 4; // Number of free columns. If less full columns are free stashing is set.

// The numbers correspond to your inventory. Set 0 to keep whatever is there, 1 to stash it.
NTConfig_Columns[0] = [1,1,1,1,1,1,1,1,0,0];
NTConfig_Columns[1] = [1,1,1,1,1,1,1,1,0,0];
NTConfig_Columns[2] = [1,1,1,1,1,1,1,1,0,0];
NTConfig_Columns[3] = [1,1,1,1,1,1,1,1,0,0];

NTConfig_MinGoldToStash = 100000; // Maximum gold amount carried before going to stash

//----------------------------------------------------------------------------------------------
// Type of potion used in each belt column
// Available types : "hp" = health | "mp" = mana | "rv" = rejuv. Can use other potion types too.
// Keep equal types at adjacent columns. First HP then MP and then HP again is a bad choice.
// Keep HP and MP at the beginning of the belt (in case you want to use rejuv and other types).
// Rejuvenations MUST, I REPEAT MUST be at the end of the belt (last x columns).
// To use rejuvenations only, put "rv" in all columns.
//----------------------------------------------------------------------------------------------
NTConfig_BeltColType[0] = "hp";
NTConfig_BeltColType[1] = "mp";
NTConfig_BeltColType[2] = "rv";
NTConfig_BeltColType[3] = "rv";

//-----------------------------------------------------------------------------------
// SnagIt configuration
// Select one group only (normal / advance / extreme)
//-----------------------------------------------------------------------------------
//NTConfig_NIPFilePath.push("normal/normal.nip");
//NTConfig_NIPFilePath.push("normal/magic_rare.nip");
//NTConfig_NIPFilePath.push("normal/set.nip");
//NTConfig_NIPFilePath.push("normal/unique.nip");
//NTConfig_NIPFilePath.push("normal/craft.nip")
NTConfig_NIPFilePath.push("normal/Everything.nip");;

//NTConfig_NIPFilePath.push("advance/normal.nip");
//NTConfig_NIPFilePath.push("advance/magic_rare.nip");
//NTConfig_NIPFilePath.push("advance/set.nip");
//NTConfig_NIPFilePath.push("advance/unique.nip");
//NTConfig_NIPFilePath.push("advance/craft.nip");

//NTConfig_NIPFilePath.push("extreme/normal.nip");
//NTConfig_NIPFilePath.push("extreme/magic_rare.nip");
//NTConfig_NIPFilePath.push("extreme/set.nip");
//NTConfig_NIPFilePath.push("extreme/unique.nip");
//NTConfig_NIPFilePath.push("extreme/craft.nip");

NTConfig_SnagRange = 40; // Radius to check for dropped items. 40 is a good number here

//------------------------------------------------------------------------------
// Cubing configuration
//------------------------------------------------------------------------------
NTConfig_Cubing = true; // Enable cubing

//NTConfig_CubingItem.push([NTCU_GEM, 560]); // Flawless Amethyst
//NTConfig_CubingItem.push([NTCU_GEM, 565]); // Flawless Topaz
//NTConfig_CubingItem.push([NTCU_GEM, 570]); // Flawless Saphire
//NTConfig_CubingItem.push([NTCU_GEM, 575]); // Flawless Emerald
//NTConfig_CubingItem.push([NTCU_GEM, 580]); // Flawless Ruby
//NTConfig_CubingItem.push([NTCU_GEM, 585]); // Flawless Diamond
//NTConfig_CubingItem.push([NTCU_GEM, 600]); // Flawless Skull

//NTConfig_CubingItem.push([NTCU_MAGIC, 420]); // Magic Tiara
//NTConfig_CubingItem.push([NTCU_MAGIC, 421]); // Magic Diadem

//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 603]); // Magic Small Charm
//NTConfig_CubingItem.push([NTCU_MAGIC_CHARM, 605]); // Magic Grand Charm

//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 382]); // Craft Heavy Bracers
//NTConfig_CubingItem.push([NTCU_CRAFT_HITPOWER_GLOVES, 452]); // Craft Vambraces

//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 354]); // Craft Casque
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_HELM, 424]); // Craft Armet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 388]); // Craft Battle Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BOOTS, 458]); // Craft Mirrored Boots
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 381]); // Craft Sharkskin Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_GLOVES, 451]); // Craft Vampirebone Gloves
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 392]); // Craft Mesh Belt
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_BELT, 462]); // Craft Mithril Coil
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_AMULET, 520]); // Craft Amulet
//NTConfig_CubingItem.push([NTCU_CRAFT_BLOOD_RING, 522]); // Craft Ring

//NTConfig_CubingItem.push([NTCU_CRAFT_CASTER_AMULET, 520]); // Craft Amulet

//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_SHIELD, 447]); // Craft Monarch
//NTConfig_CubingItem.push([NTCU_CRAFT_SAFETY_AMULET, 520]); // Craft Amulet

//NTConfig_CubingItem.push([NTCU_RUNE_THUL, 562]);
//NTConfig_CubingItem.push([NTCU_RUNE_AMN, 557]);
//NTConfig_CubingItem.push([NTCU_RUNE_SOL, 567]);
//NTConfig_CubingItem.push([NTCU_RUNE_SHAEL, 577]);
//NTConfig_CubingItem.push([NTCU_RUNE_DOL, 572]);
//NTConfig_CubingItem.push([NTCU_RUNE_HEL, 582]);
//NTConfig_CubingItem.push([NTCU_RUNE_IO, 563]);
//NTConfig_CubingItem.push([NTCU_RUNE_LUM, 558]);
//NTConfig_CubingItem.push([NTCU_RUNE_KO, 568]);
//NTConfig_CubingItem.push([NTCU_RUNE_FAL, 578]);
//NTConfig_CubingItem.push([NTCU_RUNE_LEM, 573]);
//NTConfig_CubingItem.push([NTCU_RUNE_PUL, 583]);
//NTConfig_CubingItem.push([NTCU_RUNE_UM, 564]);
//NTConfig_CubingItem.push([NTCU_RUNE_MAL, 559]);
//NTConfig_CubingItem.push([NTCU_RUNE_IST, 569]);
//NTConfig_CubingItem.push([NTCU_RUNE_GUL, 579]);
//NTConfig_CubingItem.push([NTCU_RUNE_VEX, 574]);
//NTConfig_CubingItem.push([NTCU_RUNE_OHM, 584]);
//NTConfig_CubingItem.push([NTCU_RUNE_LO, 565]);
//NTConfig_CubingItem.push([NTCU_RUNE_SUR, 560]);
//NTConfig_CubingItem.push([NTCU_RUNE_BER, 570]);
//NTConfig_CubingItem.push([NTCU_RUNE_JAH, 580]);
//NTConfig_CubingItem.push([NTCU_RUNE_CHAM, 575]);

//***** Include the following, Primary item must be setted in item_configs folder *****

//NTConfig_CubingItem.push([NTCU_SOCKET_BODYARMOR, 442]); // Socket Sacred Armor

//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 255]); // Socket Thresher
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 256]); // Socket Cryptic Axe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 257]); // Socket Great Poleaxe
//NTConfig_CubingItem.push([NTCU_SOCKET_WEAPON, 258]); // Socket Giant Thresher

//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_WEAPON, 295]); // Titan's Revenge : Exceptional -> Elite

//NTConfig_CubingItem.push([NTCU_UPGRADE_N_UNIQUE_ARMOR, 337]); // Magefist : Normal -> Exceptional
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 360]); // Skin of the Vipermagi : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 383]); // Magefist or Lava Gout : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 389]); // Gore Rider : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 477]); // Arreat's Face : Exceptional -> Elite
//NTConfig_CubingItem.push([NTCU_UPGRADE_E_UNIQUE_ARMOR, 481]); // Herald Of Zakarum : Exceptional -> Elite

//------------------------------------------------------------------------------
// Gamble configuration
// To specify what items to gamble, adjust the array with the desired item codes
//------------------------------------------------------------------------------
NTConfig_Gamble = true; // Enable gambling
NTConfig_GambleStartGold = 2800000; // Gold amount to start the gambling
NTConfig_GambleStopGold = 1300000; // Gold amount to stop the gambling

NTConfig_GambleItem.push(520); // Amulets
NTConfig_GambleItem.push(522); // Rings
NTConfig_GambleItem.push(418); // Circlets
NTConfig_GambleItem.push(419); // Coronets
//NTConfig_GambleItem.push(334); // Leather Gloves
//NTConfig_GambleItem.push(335); // Heavy Gloves
//NTConfig_GambleItem.push(336); // Chain Gloves
//NTConfig_GambleItem.push(337); // Light Gauntlets
//NTConfig_GambleItem.push(338); // Gauntlets

//------------------------------------------------------------------------------
// General configuration
//------------------------------------------------------------------------------
NTConfig_PublicMode = false;
NTConfig_CheckCloneDiablo = false; // Set to true if you want to wait in game after notifying "Diablo Walks the Earth" msg.
NTConfig_OpenChest = true; // Set to true to open chest
me.quitonhostile = false;

//------------------------------------------------------------------------------
// Druid Attack configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 0; // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 245; // Primary skill to boss.
NTConfig_AttackSkill[2] = 0; // Primary untimed skill to boss. Set to 0 if you won't
NTConfig_AttackSkill[3] = 245; // Primary skill to others.
NTConfig_AttackSkill[4] = 0; // Primary untimed skill to others. Set to 0 if you won't
NTConfig_AttackSkill[5] = 0; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 0; // Secondary untimed skill. Set to 0 if you won't
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.

// 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 = 0

NTConfig_CastOakSage = true; // Set to "true" if bot uses "Oak Sage".
NTConfig_CastCycloneArmor = true; // Set to "true" if bot uses "Cyclone Armor".
NTConfig_CastSummonGrizzly = false; // Set to "true" if bot uses "Summon Grizzly".
NTConfig_CastSummonDireWolf = false; // Set to "true" if bot uses "Summon Dire Wolf".
NTConfig_CastHurricane = true; // Set to "true" if bot uses "Hurricane".
NTConfig_CastPoisonCreeper = false; // Set to "true" if bot uses "Poison Creeper".
}

Offline cooptheking03

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Re: [D2NT] Druid Class Script
« Reply #7 on: April 04, 2011, 09:42:22 PM »
It should be NTP_DoPrecast(true);
check to make sure that the P is capital (if not please capitalize it and try again)
Also, you have to make edits to the NTPrecast.ntl when making a druid so it knows what to do. Did you edit the precast file??
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Offline Axel

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Re: [D2NT] Druid Class Script
« Reply #8 on: September 09, 2011, 03:21:02 AM »
http://purekaoz.com/index.php?topic=94.0 here if this doesnt helps i u suck :D