////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Chikira's Total Combat Macro // // Script by Chikira, Angels of the Apocalypse.... Pegasus Server // // Some code borrowed from CrazyD's Subs.... where would we be without them, and Ryval. // // Join the Angels Of The Apocalypse or if you want to be real nice // give me a referral to chikiradblade as I need all the referrals I can get! // // Please Note: Unattended macroing is NOT allowed in the Earth & Beyond universe // (Earth & Beyond Service Rules of Conduct # 25). This macro is // for attended use and/or educational purposes only. I, nor any // other party responsible for the creation of this macro, will be // held responsible for YOUR actions. You have been warned so do complain in the forums or // by /tell'n me your problems. // // This macro works in 1024x768 resolution (Fullscreen) // Please note you must have each sector fully discovered for the macro to plot warp paths properly // Also note defualt keyboard shortcut keys are used to navigate and move. I have mapped 28 Star // Systems where I hunt with retreat paths. // // Start Earth and Beyond, goto one of the sectors listed below, I'd suggest to turn off group invites // and Set it so that only friends can see if you are logged on. This macro works best with Beams (infinite ammo!) // but will work with Missiles or Projectiles just as well. With projectiles and missiles it checks your inventory after // each kill to make sure your not out of ammo. This combat script can be used to build Combat Levels, factions or what ever. // // // Important Note: If you are using missiles or projectiles LOAD YOUR ENTIRE INVENTORY WITH AMMO! No other items can be in // your inventory or this system will not know if you are out of ammo. Once it knows its out of ammo it will warp to the // the nearest gate for safety. // // WHAT THIS MACRO DOES: // // 1. Can target 1 Mob at a time, destroy it and move on to the next target. // 2. Boost your Combat Levels / Faction Ratings. // 3. Checks ammo and retreats when there is no ammo left if using Projectiles or Missiles. // 4. Allows use of Beams, Projectiles and Missiles. // 5. Opens loot window so you can get the credit drops. // 6. List of over 28 star systems for combat with retreat paths. // 7. Detects if Mob is dead, stops firing if it is. // 8. When completed number of kills / attacks, warps to safe zone and logs off. // 9. Can target Hostiles, Valid Enemy or Friendlies. // 10. Use buffers Pre-Attack and During attack. // 11. Configurable Delays for firing to allow recharge / re-arm. // 12. Configurable Delay after kill to allow Reactor / Shield recharge. // 13. Macro talks to you to let you know what its doing. // 14. Loots items dropped if using beams until hold is overflowing // 15. Set target level to hunt. It ignores any other target above the level you set... LIKE DRACONIS! // // WHAT THIS MACRO DOES NOT DO: // // 1. Guarantee you will not get killed. // 2. Bring you coffee. // // // USAGE: // // 1. Configure this script to set your location and settings. The base settings work well but for different MOBS // you may need to tune the settings to reflect your alts abilities. // 2. Load up with ammo if using projectiles or missiles. Make sure you have nothing in your hold but ammo. // 3. Find a location that spawn MOBS at a rate you can cope with that are easy to kill for you without taking // to much damage. IE Scuttles in Shepard Nav 5 // 4. Alt-Tab to AC-TOOL and start the Macro. // 5. Sit back and watch your computer kick ass! // // For a good reference to Mobs that you can beat... http://eb.stratics.com/content/equipment/mobs.php // //-------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------// SetActiveWindow Earth & Beyond Constants playername=chikira // Your player name for messages beverbose=1 // Tells you what is happening 1=On, 0=Stops talking lootthem=1 // Open loot window to get credits for kill 1=Yes, 0=No lootitems=0 // Beam users only 1-8 = How many items to try and loot, 0=Off. // Loots items if in range of tractor beam, does not move to range however.Currently a little unstable so // dont rely on this too much, just a bonus and it seems to work better in verbose mode... go figure! kills=5000 // How many times to run the combat macro. combattarget=s // Change to 'h' to target aggressives, 'e' for nearest valid target or 's' for friendlies. reload=10 // how many seconds until you can refire? summontarget=6 // Draw target into attack, summon, enrange etc firebuff_start_1=5 // Buffers before firing on target, IE hacking, Summon etc. Use '0' to turn off firebuff_start_2=0 // Second buffers before firing on target, IE hacking, Summon etc. Use '0' to turn off firebuff_end_1=0 // Buffer used after firing on target, hacking, biosuppress etc. Use '0' to turn off. firebuff_end_2=0 // Second buffer used after firing on target, hacking, biosuppress etc. Use '0' to turn off. shipbuff=4 // Buffer your ship. IE Sheild enhance, self rally, etc. reactorrecharge=5 // Time delay after a kill to allow shield and reactor recharge. logout=1 // When finished retreating logout? 1=Yes 2=No /////////////////////////////////////////////////////////////////////// //Basic Weapons Config /////////////////////////////////////////////////////////////////////// // What weapons are you using? Missiles or Projectiles=1, Beams=2 weapontype=2 // Choose Firing Style, 1=All, 2=3Fire, 3=RapidFire, 4=SingleShot FireType = 5 // 1 = "ALL" Fire All Guns At Once. Good for higher level mobs. // 2 = "3Fire" Fires First 3 Weapons, Can Conserver Energy. High - Medium level mobs // 3 = "RapidFire" Targets a mob and fires 1 gun, the moves to next target and next gun. // Fast Kills for good faction on low level mobs. This type does not loot. // 4 = "SingleShot" Targets a mob and fires single shots until dead. Good energy conservation. // Good for low level mobs and steady kills. // 5 = "Faction" Same as RapidFire but using the faction level below it detects the level // of the mob attacking and only fires on targets you specify. FactionLVL=5 // If using the FACTION FireType above what level do you want to shoot. // Currently available - 4,5,9,10,10Y,11,11Y,13,16,33,66 (Y=Yellow) shotdelay = 10 // If using 3 or 4 above... how long between shots in seconds. Allow time for shots to reach target and kill. follow = 2 // 0=Off, 1=Follow, 2=Turn and Face // If using missiles or projectiles do you want to warp to saftey after Ammo Depleted or log off? This will also be used when run // is complete. // // Warp=1, Logoff=2 warpammo=1 // Warp location for your sector. Choose the sector you are in from the list below location=0 // 0=[61 Cygni] // 1=[Akerons Gate] // 2=[Antares Frontier] // 3=[Carpenter] // 4=[Cooper] // 5=[Dahin] // 6=[Endriago] // 7=[Freya] // 8=[Glenn] // 9=[Glorys Orbit] // 10=[Grissom] // 11=[Inverness] // 12=[Jotunheim] // 13=[Kailaasa] // 14=[Kitaras Veil] // 15=[Lagarto] // 16=[Muspelheim] // 17=[New Edinburgh] // 18=[Odin Rex] // 19=[Odins Belt] // 20=[Primus] // 21=[Saturn] // 22=[Shepard] // 23=[Slayton] // 24=[Swooping Eagle] // 25=[The Valkyrie Twins] // 26=[Vishaos Cove] // 27=[Varens Girdle] // 28=[Yokan] // 29=[Earth] /////////////////////////////////////////////////////////////////////// // Do not change these variables /////////////////////////////////////////////////////////////////////// targetdead=0 fireloop=1000 targetfound=0 emptyloot=0 validtarget=0 /////////////////////////////////////////////////////////////////////// End OBJVAR 8 /////////////////////////////////////////////////////////////////////// // Main routine.... KILL KILL KILL! /////////////////////////////////////////////////////////////////////// if {windowwidth}=1024 call killemall else say /t $playername the resolution is {windowwidth}x{windowheight}, change it to 1024x768 end procedure killemall loop $kills call aquiretarget // get the target if $summontarget > 0 keys $summontarget delay 5 sec end call checkdead loop $fireloop if $FireType = 1 call volleyfire else if $FireType = 2 call 3fire else if $FireType = 3 call rapidfire else if $FireType = 4 call singlefire else if $FireType = 5 call faction end end end end end end if $targetdead = 1 If $weapontype = 1 if $beverbose=1 Say /t $playername Checking Ammo... end call checkammo END keys $shipbuff mousepos 910, 662 // Release Target rightclick if $beverbose=1 Say /t $playername Waiting for Shields and Reactor to Recharge - $reactorrecharge seconds... end delay $reactorrecharge sec // Shileds are recharged, Reactor Full Let start again! end End if $beverbose=1 Say /t $playername Ok we are done... lets get outta here! end call retreat end /////////////////////////////////////////////////////////////////////// // PROCEDURES /////////////////////////////////////////////////////////////////////// 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 Looting... 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