////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ChavezFarmer Macro // // 3/9/2004 // Hunts down chavez (for RD faction!) // // Will not attack Draconis hatchling (until devs' modify it to have a hull!) // // 1) Intended for bream users, though missiles could work too // // // // Assumes graphics have been turned down to minimum // (turn off defaults, minimize everything -- there will be quite an // accumulation of hulks, even with minimal looting turned on. // // // Thanks and Inspiriation to Chikira for the Chikira's Combat macro // which, if it had properly recognized the Hatchling, I would have just used it // instead of writing this after the hatchling killed me several times while running his macro. // ///-------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------// SetActiveWindow Earth & Beyond Constants playername=Vrixecutioner // Your player name for messages beverbose=0 // Tells you what is happening 1=On, 0=Stops talking lootthem=1 // Open loot window to get credits for kill 1=Yes, 0=No LotRemedy=1 // look for herbal remedy in 'n' slots. 1=just first. 0=dont look kills=50000 // How many times to run the combat macro. combattarget=e // Change to 'h' to target aggressives, 'e' for nearest valid target or 's' for friendlies. reload=500 // how many ms fnds until you can fire the next weapon BuffSelfDelay=7000 // ms it takes for buffer (slot 6) to activate FireMode=1 // 1=all at once, >1=staggered over #FireMode slots KillDelay=2500 // time to wait to kill target TargDelay=200 // targeting delay, to deal with lag? LootDelay=1500 // time it takes for loot window to pop up LoopDelay=1000 BuffLoops=300 // how many no target loops before rebuffing ourself summontarget=0 // summon the targets? WarpToTarget=0 // warp to target? 1=yes /////////////////////////////////////////////////////////////////////// // Working Variables set here. Dont bothere changing their initialization /////////////////////////////////////////////////////////////////////// targetdead=0 fireloop=1000 targetfound=0 emptyloot=0 validtarget=0 StillAlive=1 Fired=0 Targeted=0 LCount=1 X=0 Y=0 R=0 HullPix=5 // Count pixels of hull /////////////////////////////////////////////////////////////////////// End OBJVAR 12 /////////////////////////////////////////////////////////////////////// // Main routine.... KILL KILL KILL! /////////////////////////////////////////////////////////////////////// if {windowwidth}=1024 call KillEm else say /t $playername the resolution is {windowwidth}x{windowheight}, change it to 1024x768 end procedure KillEm while StillAlive>0 call GetTarget // get the target if $Targeted=1 keys {space} // follow target, to turn toward it. if $FireMode=1 keys f else inc $Fired if $Fired > $FireMode SetConst Fired=0 end if $Fired =1 keys 1 end if $Fired=2 keys 2 end if $Fired=3 keys 3 end if $Fired=4 keys 4 end end Delay $KillDelay // kill delay // check for loot icon? MousePos 987,512 // loot icon LeftClick // is loot window open Delay $LootDelay isObject CloseLoot at 985,205 // check for herbal remedy loot IsObject HerbalRemedy at 907,229 // Loot it! MousePos 907,235 Delay 100 LeftClick end end // CloseLoot else // Could not find target, buff self inc $LCount if $Lcount>$BuffLoops keys ` keys 6 Delay $BuffSelfDelay SetConst LCount=1 end delay $LoopDelay end // Targeted End if $beverbose=1 Say /t $playername Ok we are done... lets get outta here! end call retreat end /////////////////////////////////////////////////////////////////////// // PROCEDURES /////////////////////////////////////////////////////////////////////// // Get TARget, simplified! procedure GetTarget SetConst Targeted=0 keys e delay $TargDelay // Look for hull bar in target window //isObject TargetHullBar at 855,539 // SetConst Targeted=1 //else // MousePos 860,545 // Delay 100 //end SetConst R=0 SetConst X=855 SetConst Y=542 While $X < 860 IsRed $X,$Y inc $R end inc $X end if $R > 4 //Found eough red pixels in a row target must have a hull bar SetConst Targeted=1 end end procedure retreat If $warpammo = 1 If $location = 0 // [61 Cygni] call warp 315,373 else If $location = 1 // [Akerons Gate] call warp 333,484 else If $location = 2 // [Antares Frontier] call warp 303,404 else If $location = 3 // [Carpenter] call warp 298,463 else If $location = 4 // [Cooper] call warp 275,384 else If $location = 5 // [Dahin] call warp 310,460 else If $location = 6 // [Endriago] call warp 273,409 else If $location = 7 // [Freya] call warp 212,485 else If $location = 8 // [Glenn] call warp 293,401 else If $location = 9 // [Glorys Orbit] call warp 396,450 else If $location = 10 // [Grissom] call warp 228,488 else If $location = 11 // [Inverness] call warp 263,442 else If $location = 12 // [Jotunheim] call warp 266,370 else If $location = 13 // [Kailaasa] call warp 268,397 else If $location = 14 // [Kitaras Veil] call warp 277,485 else If $location = 15 // [Lagarto] call warp 212,384 else If $location = 16 // [Muspelheim] call warp 375,479 else If $location = 17 // [New Edinburgh] call warp 308,484 else If $location = 18 // [Odin Rex] call warp 263,356 else If $location = 19 // [Odins Belt] call warp 210,489 else If $location = 20 // [Primus] call warp 432,367 else If $location = 21 // [Saturn] call warp 333,482 else If $location = 22 // [Shepard] call warp 325,357 else If $location = 23 // [Slayton] call warp 378,440 else If $location = 24 // [Swooping Eagle] call warp 274,469 else If $location = 25 // [The Valkyrie Twins] call warp 328,432 else If $location = 26 // [Vishaos Cove] call warp 362,451 else If $location = 27 // [Varens Girdle] call warp 362,451 else If $location = 28 // [Yokan] call warp 330,395 else If $location = 29 // [Earth] call warp 284,384 else if $beverbose=1 Say /t $playername We Cannot Warp... Please check your sector settings end end end end end end end end end end end end end end end end end end end end end end end end end end end end end end end Call ExitMacro else Call ExitMacro end end procedure volleyfire if $targetdead = 0 keys $firebuff_start_1 keys $firebuff_start_2 if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end keys f // Fire Volley keys $firebuff_end_1 keys $firebuff_end_2 delay $reload sec call stilltarget call checkdead end end procedure 3fire if $targetdead = 0 keys $firebuff_start_1 keys $firebuff_start_2 if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end keys 1 keys 2 keys 3 keys $firebuff_end_1 keys $firebuff_end_2 delay $reload sec call stilltarget call checkdead end end procedure rapidfire if $targetdead = 0 keys $combattarget if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 1 and $targetdead=0 keys 1 call stilltarget delay $shotdelay sec end keys $combattarget if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 2 and $targetdead=0 keys 2 call stilltarget delay $shotdelay sec end keys $combattarget if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 3 and $targetdead=0 keys 3 call stilltarget delay $shotdelay sec end delay $reload sec end end procedure faction if $targetdead = 0 keys $combattarget if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 1 and $targetdead=0 call factionvalid if $validtarget=1 if $summontarget > 0 keys $summontarget delay 5 sec end keys 1 call stilltarget end delay $shotdelay sec end keys $combattarget if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 2 and $targetdead=0 call factionvalid if $validtarget=1 if $summontarget > 0 keys $summontarget delay 5 sec end keys 2 call stilltarget end delay $shotdelay sec end keys $combattarget if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 3 and $targetdead=0 call factionvalid if $validtarget=1 if $summontarget > 0 keys $summontarget delay 5 sec end keys 3 call stilltarget end delay $shotdelay sec end delay $reload sec end end procedure singlefire if $targetdead = 0 keys $firebuff_start_1 keys $firebuff_start_2 if $follow=1 keys {SPACE} // try and follow or turn towards target for beam use. else if $follow=2 keys {SPACE} delay 1 sec keys {SPACE} end end if $FireType >= 1 and $targetdead=0 keys 1 delay $shotdelay sec call stilltarget call checkdead end if $FireType >= 2 and $targetdead=0 keys 2 delay $shotdelay sec call checkdead end if $FireType >= 3 and $targetdead=0 keys 3 delay $shotdelay sec call stilltarget call checkdead end keys $firebuff_end_1 keys $firebuff_end_2 delay $reload sec call stilltarget call checkdead end end procedure checkdead mousepos 990,510 delay 0.2 sec MousePos 1024, 768 delay 1 sec IsObject lootbutton at 979, 504 setconst $targetdead=1 if $lootthem = 1 if $beverbose=1 Say /t $playername ing... end call loot end Else setconst $targetdead=0 End End procedure checkammo MousePos 33,699 leftclick delay 1 sec MousePos 164,286 leftclick delay 1 sec MousePos 36,319 delay 3 sec IsObject emptyslot at 38, 301 if $beverbose=1 Say /t $playername Out Of Ammo... end MousePos 187,231 leftclick call retreat Else if $beverbose=1 Say /t $playername Still Got Ammo... end MousePos 187,231 leftclick End End procedure loot // Open loot window MousePos 988, 515 delay 1000 LeftClick if $lootitems>0 and $weapontype=2 setconst $emptyloot=0 if $beverbose=1 Say /t $playername trying to loot items end if $lootitems >= 1 and $emptyloot=0 IsObject loot1 at 903, 248 setconst $emptyloot=1 else loop $lootitems IsObject lootwindow at 988, 205 mousepos 914,261 leftclick delay 10 seconds end end end end end end Procedure Warp Using x, y Keydown ` 100 Delay .5 sec Call Map Call PlotRoute $x, $y Call WarpButton End Procedure Map SetActiveWindow Earth & Beyond keydown m 2000 Delay 3000 End Procedure WarpButton Keydown q 3000 Delay 15 sec End Procedure PlotRoute using a, b SetActiveWindow Earth & Beyond Loop 100 IsObject Maximize at 358, 337 Break Else IsObject Minimize at 562, 187 MousePos 562, 187 LeftClick Delay 1 sec Else keydown m 2000 Delay 1 sec End End End MousePos 65, 346 Leftclick Rightclick loop 3 MousePos 33, 607 DragTo 364, 361 End MousePos $a, $b Delay 1 sec Loop 5 LeftClick 100 Delay 1 sec End End procedure ExitMacro if $beverbose=1 Say /t $playername Time to quit... you have either run out of ammo or completed your massacre! end Delay 5 sec If $logout = 1 Loop 60 Keys {Esc} 100 Delay 3000 IsObject QuitMenu at 511, 196 MousePos 452, 300 Delay 1000 LeftClick break Else Delay 1 sec End End Else End Stop End procedure aquiretarget if $beverbose=1 say /t $playername Getting Target... end setconst $targetfound=0 loop 5000 // Will loop for 30 mins until it can find a target spawning in the area! if $targetfound=0 IsObject combatlevel at 814, 728 setconst $targetfound=1 if $beverbose=1 say /t $playername found target! end else if $beverbose=1 say /t $playername Not Found... end delay 1 sec keys $combattarget end end end end procedure stilltarget IsObject combatlevel at 814, 728 setconst $targetfound=1 else keys $combattarget end end procedure factionvalid if $FactionLVL=4 IsObject lvl4 at 957, 582 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=5 IsObject lvl5 at 954, 579 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=9 IsObject lvl9 at 956, 580 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=10Y IsObject lv10Y at 953, 584 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=10Y IsObject lv10Y at 952, 581 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=11 IsObject lvl11 at 952, 579 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=11Y IsObject lvl11Y at 950, 579 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=13 IsObject lvl13 at 951, 579 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=16 IsObject lvl16 at 950, 579 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=33 IsObject lvl33 at 949, 581 setconst $validtarget=1 else setconst $validtarget=0 end end if $FactionLVL=66 IsObject lvl66 at 950, 581 setconst $validtarget=1 else setconst $validtarget=0 end end end ////////////////////////////////////////////////////////////////////////////// // OBJECTS TO USE IN THIS MACRO ////////////////////////////////////////////////////////////////////////////// // Checks for the Maximize button on map to make sure the map is small Object Maximize // Test at coords 358, 337 82=0,0|89=2,0|110=4,0|170=6,0|89=8,0|100=10,0| 88=0,2|91=2,2|127=4,2|212=6,2|89=8,2|89=10,2| 87=0,4|87=2,4|155=4,4|220=6,4|86=8,4|85=10,4| 227=0,6|231=2,6|231=4,6|235=6,6|231=8,6|231=10,6| 78=0,8|82=2,8|127=4,8|212=6,8|83=8,8|80=10,8| 86=0,10|90=2,10|128=4,10|212=6,10|91=8,10|82=10,10| End Object // Checks for the minimize button on map to make sure the map is small Object Minimize 81=0,0|86=0,2|73=0,4 84=2,0|237=2,2|73=2,4 80=4,0|237=4,2|73=4,4 End Object emptyslot // Test at coords 38, 301 254=4,4|254=6,4|254=48,4| 254=28,6|254=30,6|254=38,6|254=58,6|254=60,6|254=66,6| 254=20,8|254=34,8|254=50,8|254=56,8| 254=20,10|254=36,10|254=50,10|254=56,10| 254=20,12| 254=20,14|254=34,14| End Object Object lootbutton // Test at coords 979, 504 175=10,0| 217=4,2|188=16,2| 191=4,4| 229=0,6|160=2,6|212=4,6| 214=4,8|218=8,8|195=12,8| 199=4,10| 174=18,12| End Object Object QuitMenu // Test at coords 511, 196 169=4,2|254=6,2|254=8,2|254=18,2|254=20,2|119=22,2| 237=4,4|220=6,4|254=8,4|254=16,4|237=18,4|254=20,4| 254=4,6|254=8,6|119=10,6|237=14,6|254=16,6|152=18,6|254=20,6|254=28,6|254=30,6|254=32,6|254=34,6|220=36,6|254=42,6|203=50,6|237=54,6|169=56,6|102=60,6|237=62,6| 254=4,8|254=8,8|237=10,8|186=12,8|254=14,8|237=18,8|220=20,8|254=28,8|102=40,8|203=42,8|254=44,8|169=48,8|254=54,8|169=60,8|169=62,8| End Object Object combattarget // Test at coords 845, 581 252=4,6|252=34,6| 252=14,8|252=16,8|252=22,8|252=24,8|252=28,8|252=30,8|252=34,8|252=36,8|252=38,8|252=44,8|252=46,8|252=52,8|252=54,8| 252=26,10|252=34,10|252=40,10|252=48,10| 252=4,12|252=12,12|252=18,12|252=26,12|252=34,12|252=40,12|252=48,12| 252=26,14|252=54,14| End Object Object combatlevel // Test at coords 814, 728 254=5,8|254=6,8|254=7,8|254=8,8|254=9,8| 254=5,9|254=10,9|254=15,9| 254=5,10|254=11,10|254=25,10| 254=5,11|254=12,11|254=15,11|254=19,11|254=20,11|254=24,11|254=25,11|254=26,11|254=27,11|254=30,11| 254=5,12|254=12,12|254=15,12|254=18,12|254=25,12| 254=5,13|254=12,13|254=15,13|254=18,13|254=25,13| 254=5,14|254=12,14|254=15,14|254=25,14| 254=5,15|254=11,15|254=15,15|254=21,15|254=25,15| 254=5,16|254=10,16|254=11,16|254=15,16|254=21,16|254=25,16| 254=5,17|254=15,17|254=25,17| End Object Object loot1 // Test at coords 903, 248 95=6,4|98=8,4|99=10,4|99=12,4|96=14,4|95=16,4| 98=6,6|101=8,6|103=10,6|103=12,6|101=14,6|98=16,6| 95=4,8|100=6,8|102=8,8|104=10,8|104=12,8|103=14,8|100=16,8|95=18,8| 97=4,10|102=6,10|103=8,10|105=10,10|104=12,10|103=14,10|100=16,10|97=18,10| 97=4,12|100=6,12|102=8,12|104=10,12|103=12,12|103=14,12|100=16,12|96=18,12| 97=6,14|101=8,14|102=10,14|102=12,14|101=14,14|98=16,14| 95=6,16|98=8,16|98=10,16|98=12,16|97=14,16|95=16,16| End Object Object lootwindow // Test at coords 988, 205 176=12,4| 156=6,6|149=8,6|167=10,6| 186=6,8|231=8,8| 174=6,10|158=8,10|169=10,10| 154=4,12| 188=0,14|217=2,14| End Object //COMBAT LEVELS OBJECTS Object lvl4 // Test at coords 957, 582 245=7,4| 248=7,5| 248=6,6|252=7,6| 248=5,7|248=7,7| 252=4,8|248=7,8| 252=3,9|248=7,9| 252=3,10|248=7,10| 248=2,11|252=3,11|252=4,11|252=5,11|252=6,11|252=7,11|252=8,11|252=9,11| 248=7,12| 248=7,13| End Object Object lvl5 // Test at coords 954, 579 252=6,7|248=7,7|248=8,7|248=9,7|248=10,7| 252=6,8| 252=6,9| 252=6,10|252=7,10|252=8,10|252=9,10| 248=5,11|248=10,11| 248=11,12| 248=11,13| 248=11,14| 248=5,15|252=6,15|248=10,15| 252=6,16|252=7,16|252=8,16|252=9,16| End Object Object Lvl9 // Test at coords 956, 580 248=5,6|248=6,6|248=7,6| 252=4,7|245=8,7| 245=3,8|245=9,8| 248=3,9|248=9,9| 248=3,10|248=9,10| 252=4,11|248=8,11| 252=5,12|252=6,12|252=7,12|252=8,12| 248=7,13| 248=7,14| 248=6,15| End Object Object lvl10Y // Test at coords 952, 581 252=6,6|248=12,6|248=16,6| 252=4,8|252=6,8| 252=6,10| 252=6,12| 252=6,14|252=14,14| End Object Object lvl10 // Test at coords 953, 584 252=12,2|252=14,2| 252=4,4|252=10,4|248=16,4| 252=10,6|248=16,6| 252=10,8|248=16,8| End Object Object lvl11 // Test at coords 952, 579 252=6,8|252=14,8| 252=4,10|252=6,10|248=12,10| 252=6,12| 252=6,14| 252=6,16| End Object Object lvl11Y // Test at coords 950, 579 252=8,8|252=16,8| 252=6,10|252=8,10|248=14,10| 252=8,12| 252=8,14| 252=8,16| End Object Object lvl13 // Test at coords 951, 579 248=6,8| 252=4,10| 248=18,12| 252=12,14|248=18,14| 252=14,16|252=16,16| End Object Object lvl16 // Test at coords 950, 579 252=8,8|252=16,8| 252=6,10|252=8,10|248=14,10|252=16,10| 252=8,12| 252=8,14| 252=8,16|252=16,16| End Object Object lvl33 // Test at coords 949, 581 252=6,6|252=10,6| 252=10,8| 248=20,10| 252=14,12|248=20,12| 252=8,14|252=16,14|252=18,14| End Object Object lvl66 // Test at coords 950, 581 252=16,6| 252=6,8|252=8,8|248=14,8|252=16,8| 252=4,10|248=10,10| 252=4,12|248=10,12| 248=6,14|252=8,14|252=16,14| End Object // Look for Draconis Hatchling text Object DraconisHatchling // at 834,553 254=2,10 254=4,10 253=6,2 254=8,4|254=8,6 254=16,8 254=18,4|253=18,10 253=20,4|254=20,10 253=22,10 254=28,4|253=28,10 254=32,6|254=32,8 253=34,4|254=34,10 254=36,4|253=36,10 254=38,6|254=38,8 End // Look for CL66 text in Draconis // at 953,585 Object CL66 250=2,4 250=4,2|251=4,4|251=4,10 250=10,6|251=10,8 252=12,4|250=12,10 251=14,4|251=14,10 250=16,6|251=16,8 End // Chavez Herbal Remedies // at 907,229 (first loot spot) // 0,0 is the black pixel top/left of the // III in the herbal remedies icon // object is 21,40 in size Object HerbalRemedy // at 907,229 132=0,4|120=0,6|87=0,10|225=0,12|124=0,14|77=0,16|73=0,18|126=0,20|73=0,22|94=0,24|76=0,26|91=0,32|255=0,34|255=0,36|234=0,38|222=0,40 253=2,2|253=2,4|253=2,6|253=2,8|117=2,10|251=2,12|87=2,14|75=2,16|70=2,18|125=2,20|92=2,26|96=2,28|61=2,30|60=2,32|104=2,34|73=2,36|214=2,38|236=2,40 136=4,4|109=4,6|85=4,10|247=4,12|68=4,14|96=4,16|88=4,18|101=4,20|97=4,22|51=4,26|58=4,28|93=4,30|99=4,32|92=4,34|85=4,36|164=4,38|255=4,40 253=6,8|85=6,10|247=6,12|74=6,14|126=6,16|129=6,18|112=6,20|55=6,22|56=6,24|87=6,26|133=6,28|122=6,30|80=6,32|77=6,34|69=6,36|106=6,38|255=6,40 253=8,8|101=8,10|243=8,12|131=8,14|182=8,16|177=8,18|173=8,20|70=8,22|105=8,24|94=8,26|65=8,28|86=8,30|85=8,32|77=8,34|245=8,36|253=8,38|255=8,40 132=10,4|100=10,6|102=10,10|243=10,12|184=10,14|224=10,16|237=10,18|190=10,20|95=10,22|100=10,24|62=10,26|82=10,28|91=10,30|230=10,32|239=10,34|195=10,36|255=10,38|247=10,40 253=12,2|253=12,4|253=12,6|254=12,8|117=12,10|234=12,12|196=12,14|207=12,16|203=12,18|168=12,20|83=12,24|97=12,26|101=12,28|93=12,30|255=12,34|244=12,36|209=12,38|255=12,40 125=14,4|124=14,6|118=14,10|234=14,12|214=14,14|190=14,16|198=14,18|137=14,20|94=14,22|57=14,24|51=14,26|57=14,28|52=14,30|134=14,34|254=14,36|255=14,38|194=14,40 197=16,0|125=16,2|121=16,4|96=16,6|146=16,8|199=16,10|225=16,12|255=16,14|140=16,16|142=16,18|123=16,20|70=16,22|85=16,24|55=16,26|53=16,28|68=16,30|58=16,32|249=16,36|255=16,38|255=16,40 194=18,0|122=18,2|117=18,4|120=18,6|165=18,8|197=18,10|195=18,12|196=18,14|145=18,16|167=18,18|88=18,20|63=18,22|50=18,26|61=18,28|65=18,30|63=18,32|70=18,34|69=18,36|134=18,38|89=18,40 188=20,0|116=20,2|111=20,4|117=20,6|189=20,8|189=20,10|224=20,12|255=20,14|134=20,16|50=20,18|68=20,20|68=20,22|58=20,24|71=20,26|74=20,28|80=20,30|84=20,32|80=20,34|82=20,36|79=20,38|77=20,40 End // Chavez text // at 905,553 for 1st Circle Chavez // at 910,553 for 2nd circle chavez // // 0,0 is aligned so we have one pixel top and left-side of the C // // Object Chavez 253=2,2|253=2,8 254=4,10 253=6,10 253=10,2|253=10,4|253=10,6|253=10,8|253=10,10 253=12,4 254=14,4 254=18,8 254=20,4|253=20,10 254=22,4|254=22,10 253=24,10 253=28,6 254=30,10 252=32,6 253=36,6|253=36,8 253=38,4|253=38,10 254=40,4|254=40,10 End // Check if target has HULL // Draconis hatchling (and other bio mobs) do NOT // at 855,539 // 3 wide, 5 high Object TargetHullBar // at 855,539 139=0,0|145=0,2|122=0,4 139=2,0|125=2,2|122=2,4 End //CloseLootWindow // 20x18 Object CloseLoot // at 985,205 51=0,0|71=0,4|76=0,6|78=0,8|81=0,10|82=0,12|88=0,14|83=0,16|81=0,18 74=2,0|70=2,2|64=2,4|64=2,6|64=2,8|65=2,10|68=2,12|134=2,14|192=2,16|71=2,18 150=4,2|83=4,4|57=4,10|108=4,12|215=4,14|178=4,16|70=4,18 66=6,2|155=6,4|87=6,6|95=6,10|161=6,12|139=6,14|77=6,16|66=6,18 79=8,0|85=8,4|181=8,6|128=8,8|227=8,10|114=8,12|61=8,14|63=8,16|66=8,18 66=10,0|66=10,2|125=10,6|231=10,8|115=10,10|66=10,12|66=10,14|72=10,16|74=10,18 66=12,0|70=12,4|161=12,6|180=12,8|173=12,10|97=12,12|66=12,14|72=12,16|74=12,18 171=14,4|101=14,6|50=14,8|105=14,10|164=14,12|101=14,14|72=14,16|74=14,18 56=16,0|205=16,2|108=16,4|55=16,8|72=16,12|166=16,14|68=16,16|67=16,18 132=18,0|75=18,2|52=18,6|100=18,8|75=18,10|85=18,14|152=18,16 68=20,0|74=20,6|74=20,8|56=20,10|64=20,16|53=20,18 End