Levelin Macro
This is for AC tools.
K to run this you have to set L2 to run in 1024x768 resolution.
//////////////////////////////////////////////////////////////
////////////////////// Leveler v 0.5.0 ///////////////////////
//////////////////////////////////////////////////////////////
SetActiveWindow Lineage II
Constants
////////////////////////////////////////////////////////////
/////////////////// VARIABLES 0 = OFF, 1 = ON //////////////
//////////////////// EDIT AS NECESSARY /////////////////////
////////////////////////////////////////////////////////////
Weapon = 1 // 1 = Bow and Blade, 0 = Blade no bow.
Ability = 0 // Hotbar Key F4 Defence Aura
Skill = 1 // Hotbar Key F5 Attack Aura
Heal= 0 // Hotbar Key F9 1 = uses heal 0 = stand and regen
Spoil = 0 // Hotbar Key F10 ( Dwarfs Only Default off)
////////////////////////////////////////////////////////////
//////////////////////// Hotkeys ///////////////////////////
////////////////////// DO NOT EDIT /////////////////////////
////////////////////////////////////////////////////////////
Bow=// HotBar Key F1
Blade=// HotBar Key F2 Blade = Dagger or Sword
Weaponskills=// HotBar Key F3 Can be Mortal or Power Strike
Loot=// Hotbar F6
NextTarg=// Hotbar F7
Sweep=// Hotbar F8
////////////////////////////////////////////////////////////
/////////////////////// Colors /////////////////////////////
////////////////////////////////////////////////////////////
DarkRed=74
LightRed=140
EnemyLightRed=16 // mob alive
EnemyDarkRed=140 // mob dead
////////////////////////////////////////////////////////////
/////////////////////// Locations //////////////////////////
////////////////////////////////////////////////////////////
NPC =434, 19
Dead =434, 19
FullHP =106, 26
HalfHp =106, 26
End
//////////////////////////////////////////////////////////////
/////////////////// Delay Before macro Starts ////////////////
//////////////////////////////////////////////////////////////
Delay 15000 // Delay before Macro Starts, Adjust as necessary
//////////////////////////////////////////////////////////////
/////////////////// DO NOT EDIT BELOW THIS LINE //////////////
///////////////////////////// MAIN LOOP //////////////////////
//////////////////////////////////////////////////////////////
While 1 = 1
Call WatchLive
Call WatchDead
//Call Mana
End
//////////////////////////////////////////////////////////////
////////////////////////// NPC DETECTION /////////////////////
//////////////////////////////////////////////////////////////
Procedure WatchLive
keydown {F7} 200
delay 1000
IsObject NPC at 434, 19
delay 100
Call Kill
End
End
Procedure WatchDead
Isobject Dead at 434, 19
Call Loot
End
End
//////////////////////////////////////////////////////////////
/////////////////////////// ATTACK LOOP //////////////////////
//////////////////////////////////////////////////////////////
Procedure Kill
If $Weapon = 1
Call Bow
Else
If $Weapon = 0
Call Blade
End
End
End
Procedure Bow
keydown {F1} 200
Delay 500
keys /attack {Return}
Delay 3000
keydown {F2} 200
If $Spoil = 1
keydown {F10} 200
Delay 3000
keydown {F3} 200
Delay 2000
Else
Keydown {F3} 300
Delay 2000
End
End
Procedure Blade
If $Spoil = 1
keydown {F10} 200
Delay 3000
keys /attack {Return}
Delay 3000
keydown {F3} 200
Delay 2000
Else
keys /attack
Delay 2000
keydown {F3} 200
Delay 2000
End
End
Procedure Loot
If $Spoil = 1
keydown {F8} 200 // This Uses the Sweep ability.
Delay 3000
keydown {F6} 200
Delay 1000
keydown {F6} 200
Delay 1000
keydown {F6} 200
Delay 1000
Call MyHealth
Else
keydown {F6} 200
Delay 1000
keydown {F6} 200
Delay 1000
keydown {F6} 200
delay 1000
Call MyHealth
End
End
//////////////////////////////////////////////////////////////
//////////////// Ability And Health Procedures ///////////////
//////////////////////////////////////////////////////////////
Procedure MyHealth // Casts heal or pauses Depending on $heal setting
Isobject HalfHp at 106, 26
If $Heal = 1
keydown {F9} 200
Delay 4000
If $Skill = 1
keydown {F5} 200
Delay 4000
If $Ability = 1
keydown {F4} 200
Delay 4000
Else
If $Skill = 1
keydown {F5} 200
Delay 400
If $Ability = 1
keydown {F4} 200
Delay 4000
Delay 15000
End
End
End
End
End
End
End
//////////////////////////////////////////////////////////
///////////////////////// Objects ////////////////////////
//////////////////////////////////////////////////////////
Object NPC // Test at coords 434, 19
207=0,0|207=1,0|207=2,0|207=3,0|207=4,0|207=5,0|207=6,0|207=7,0|207=8,0|207=9,0|207=10,0|207=11,0|206=12,0|206=13,0|206=14,0|206=15,0|206=16,0|206=17,0|206=18,0|206=19,0|206=20,0|206=21,0|206=22,0|206=23,0|206=24,0|206=25,0|206=26,0|206=27,0|206=28,0|206=29,0|206=30,0|206=31,0|206=32,0|206=33,0|206=34,0|206=35,0|206=36,0|206=37,0|206=38,0|206=39,0|206=40,0|206=41,0|206=42,0|206=43,0|206=44,0|206=45,0|206=46,0|206=47,0|206=48,0|206=49,0|206=50,0|206=51,0|206=52,0|206=53,0|206=54,0|206=55,0|206=56,0|206=57,0|206=58,0|206=59,0|206=60,0|206=61,0|206=62,0|206=63,0|206=64,0|206=65,0|206=66,0|206=67,0|206=68,0|206=69,0|207=70,0|206=71,0|206=72,0|206=73,0|206=74,0|206=75,0|206=76,0|206=77,0|206=78,0|206=79,0|206=80,0|206=81,0|206=82,0|206=83,0|206=84,0|206=85,0|206=86,0|206=87,0|206=88,0|206=89,0|206=90,0|206=91,0|206=92,0|206=93,0|206=94,0|206=95,0|206=96,0|206=97,0|206=98,0|206=99,0|
206=0,1|206=1,1|206=2,1|206=3,1|206=4,1|206=5,1|206=6,1|206=7,1|206=8,1|206=9,1|206=10,1|206=11,1|206=12,1|206=13,1|206=14,1|206=15,1|206=16,1|206=17,1|206=18,1|206=19,1|206=20,1|206=21,1|206=22,1|206=23,1|206=24,1|206=25,1|206=26,1|206=27,1|206=28,1|206=29,1|206=30,1|206=31,1|206=32,1|206=33,1|206=34,1|206=35,1|206=36,1|206=37,1|206=38,1|206=39,1|206=40,1|206=41,1|206=42,1|206=43,1|206=44,1|206=45,1|206=46,1|206=47,1|206=48,1|206=49,1|206=50,1|206=51,1|206=52,1|206=53,1|206=54,1|206=55,1|206=56,1|206=57,1|206=58,1|206=59,1|206=60,1|206=61,1|206=62,1|206=63,1|206=64,1|206=65,1|206=66,1|206=67,1|206=68,1|206=69,1|206=70,1|206=71,1|206=72,1|206=73,1|206=74,1|206=75,1|206=76,1|206=77,1|206=78,1|206=79,1|206=80,1|206=81,1|206=82,1|206=83,1|206=84,1|206=85,1|206=86,1|206=87,1|206=88,1|206=89,1|206=90,1|206=91,1|206=92,1|206=93,1|206=94,1|206=95,1|206=96,1|206=97,1|206=98,1|206=99,1|
231=0,2|231=1,2|231=2,2|231=3,2|231=4,2|231=5,2|231=6,2|231=7,2|231=8,2|231=9,2|231=10,2|231=11,2|231=12,2|231=13,2|231=14,2|231=15,2|231=16,2|231=17,2|231=18,2|231=19,2|231=20,2|231=21,2|231=22,2|231=23,2|231=24,2|231=25,2|231=26,2|231=27,2|231=28,2|231=29,2|231=30,2|231=31,2|231=32,2|231=33,2|231=34,2|231=35,2|231=36,2|231=37,2|231=38,2|231=39,2|231=40,2|231=41,2|231=42,2|231=43,2|231=44,2|231=45,2|231=46,2|231=47,2|231=48,2|231=49,2|231=50,2|231=51,2|231=52,2|231=53,2|231=54,2|231=55,2|231=56,2|231=57,2|231=58,2|231=59,2|231=60,2|231=61,2|231=62,2|231=63,2|231=64,2|231=65,2|231=66,2|231=67,2|231=68,2|231=69,2|231=70,2|231=71,2|231=72,2|231=73,2|231=74,2|231=75,2|231=76,2|231=77,2|231=78,2|231=79,2|231=80,2|231=81,2|231=82,2|231=83,2|231=84,2|231=85,2|231=86,2|231=87,2|231=88,2|231=89,2|231=90,2|231=91,2|231=92,2|231=93,2|231=94,2|231=95,2|231=96,2|231=97,2|231=98,2|231=99,2|
206=0,3|206=1,3|206=2,3|206=3,3|206=4,3|206=5,3|206=6,3|206=7,3|206=8,3|206=9,3|206=10,3|206=11,3|206=12,3|206=13,3|206=14,3|206=15,3|206=16,3|206=17,3|206=18,3|206=19,3|206=20,3|206=21,3|206=22,3|206=23,3|206=24,3|206=25,3|206=26,3|206=27,3|206=28,3|206=29,3|206=30,3|206=31,3|206=32,3|206=33,3|206=34,3|206=35,3|206=36,3|206=37,3|206=38,3|206=39,3|206=40,3|206=41,3|206=42,3|206=43,3|206=44,3|206=45,3|206=46,3|206=47,3|206=48,3|206=49,3|206=50,3|206=51,3|206=52,3|206=53,3|206=54,3|206=55,3|206=56,3|206=57,3|206=58,3|206=59,3|206=60,3|206=61,3|206=62,3|206=63,3|206=64,3|206=65,3|206=66,3|206=67,3|206=68,3|206=69,3|206=70,3|206=71,3|206=72,3|206=73,3|206=74,3|206=75,3|206=76,3|206=77,3|206=78,3|206=79,3|206=80,3|206=81,3|206=82,3|206=83,3|206=84,3|206=85,3|206=86,3|206=87,3|206=88,3|206=89,3|206=90,3|206=91,3|206=92,3|206=93,3|206=94,3|206=95,3|206=96,3|206=97,3|206=98,3|206=99,3|
End Object
Object HalfHp // Test at coords 105, 29
88=2,0|88=4,0|87=6,0|87=8,0|87=10,0|87=12,0|87=14,0|87=16,0|87=18,0|87=20,0|87=22,0|87=24,0|86=26,0|
118=2,2|118=4,2|118=6,2|118=8,2|118=10,2|118=12,2|117=14,2|118=16,2|118=18,2|118=20,2|118=22,2|118=24,2|118=26,2|
End Object
Object Dead // Test at coords 434, 19
104=0,0|104=1,0|104=2,0|104=3,0|104=4,0|104=5,0|104=6,0|104=7,0|104=8,0|104=9,0|104=10,0|104=11,0|105=12,0|105=13,0|105=14,0|105=15,0|104=16,0|104=17,0|105=18,0|104=19,0|104=20,0|104=21,0|105=22,0|105=23,0|105=24,0|105=25,0|105=26,0|
118=0,1|118=1,1|118=2,1|118=3,1|118=4,1|118=5,1|118=6,1|118=7,1|118=8,1|118=9,1|118=10,1|118=11,1|118=12,1|118=13,1|118=14,1|118=15,1|118=16,1|118=17,1|118=18,1|118=19,1|118=20,1|118=21,1|118=22,1|118=23,1|118=24,1|118=25,1|118=26,1|
140=0,2|140=1,2|140=2,2|140=3,2|140=4,2|140=5,2|140=6,2|140=7,2|140=8,2|140=9,2|140=10,2|140=11,2|140=12,2|140=13,2|140=14,2|140=15,2|140=16,2|140=17,2|140=18,2|140=19,2|140=20,2|140=21,2|140=22,2|140=23,2|140=24,2|140=25,2|140=26,2|
End Object
//Object FullHp // Test at coords 106, 26
140=0,0|140=2,0|140=4,0|140=6,0|140=8,0|140=10,0|140=12,0|140=14,0|140=16,0|140=18,0|140=20,0|140=22,0|145=24,0|
162=0,2|162=2,2|162=4,2|162=6,2|162=8,2|162=10,2|162=12,2|162=14,2|162=16,2|162=18,2|162=20,2|162=22,2|145=24,2|
198=0,4|198=2,4|198=4,4|198=6,4|198=8,4|198=10,4|198=12,4|198=14,4|198=16,4|198=18,4|198=20,4|198=22,4|176=24,4|
247=0,6|247=2,6|247=4,6|247=6,6|247=8,6|247=10,6|247=12,6|247=14,6|247=16,6|247=18,6|247=20,6|247=22,6|247=24,6|
//End Object
//Object MyMP // Test at coords 13, 40
76=0,0|132=2,0|132=4,0|132=6,0|132=8,0|132=10,0|132=12,0|132=16,0|132=20,0|255=22,0|255=24,0|132=26,0|132=28,0|132=30,0|132=32,0|132=34,0|132=36,0|132=38,0|132=40,0|132=42,0|132=46,0|132=48,0|255=50,0|255=52,0|132=54,0|132=56,0|255=58,0|255=60,0|132=64,0|132=66,0|132=68,0|132=72,0|132=76,0|132=78,0|255=80,0|255=82,0|132=84,0|132=86,0|255=88,0|255=90,0|132=94,0|132=96,0|132=98,0|
132=0,2|150=2,2|150=4,2|150=6,2|150=8,2|150=10,2|150=12,2|255=14,2|255=16,2|150=20,2|150=24,2|150=28,2|150=30,2|150=32,2|150=34,2|150=36,2|150=38,2|150=40,2|150=42,2|150=46,2|150=48,2|150=52,2|150=56,2|150=60,2|150=62,2|150=64,2|150=66,2|255=68,2|150=70,2|150=72,2|150=76,2|150=78,2|150=82,2|150=86,2|150=90,2|150=92,2|150=94,2|150=96,2|150=98,2|
132=0,4|187=2,4|187=4,4|187=6,4|187=8,4|187=10,4|187=12,4|187=20,4|255=22,4|255=24,4|187=26,4|187=28,4|187=30,4|187=32,4|187=34,4|187=36,4|187=38,4|187=40,4|187=42,4|187=46,4|187=48,4|187=52,4|187=56,4|187=58,4|187=60,4|187=64,4|187=66,4|187=70,4|187=72,4|187=76,4|187=78,4|187=82,4|187=86,4|187=88,4|187=90,4|187=94,4|187=96,4|187=98,4|
143=0,6|225=2,6|225=4,6|225=6,6|225=8,6|225=10,6|225=12,6|225=20,6|225=24,6|225=26,6|225=28,6|225=30,6|225=32,6|225=34,6|225=36,6|225=38,6|225=40,6|225=42,6|225=46,6|225=48,6|225=52,6|225=56,6|225=60,6|225=64,6|255=66,6|225=68,6|225=70,6|225=72,6|225=76,6|225=78,6|225=82,6|225=86,6|225=90,6|225=94,6|225=96,6|225=98,6|
// End Object
// Object HalfHp // Test at coords 13, 26
35=0,0|206=2,0|205=4,0|205=6,0|205=8,0|205=10,0|205=12,0|205=14,0|205=16,0|205=18,0|205=20,0|205=22,0|205=24,0|205=26,0|205=28,0|205=30,0|205=32,0|205=34,0|205=36,0|205=38,0|205=40,0|205=42,0|205=44,0|205=46,0|205=48,0|205=50,0|205=52,0|205=54,0|205=56,0|205=58,0|96=60,0|95=62,0|96=64,0|96=66,0|96=68,0|96=70,0|96=72,0|96=74,0|96=76,0|96=78,0|97=80,0|97=82,0|95=84,0|96=86,0|96=88,0|96=90,0|95=92,0|95=94,0|95=96,0|95=98,0|
32=0,2|140=2,2|140=4,2|140=6,2|140=8,2|140=10,2|140=12,2|140=16,2|140=20,2|140=24,2|140=28,2|140=30,2|140=32,2|140=34,2|140=36,2|140=38,2|140=40,2|140=42,2|140=44,2|140=46,2|140=48,2|140=50,2|140=54,2|140=58,2|72=62,2|73=64,2|73=66,2|255=68,2|72=70,2|255=72,2|72=76,2|73=78,2|72=80,2|255=82,2|72=84,2|72=86,2|73=90,2|72=92,2|72=94,2|72=96,2|72=98,2|
37=0,4|198=2,4|198=4,4|198=6,4|198=8,4|198=10,4|198=12,4|255=14,4|255=16,4|198=20,4|198=24,4|198=28,4|198=30,4|198=32,4|198=34,4|198=36,4|198=38,4|198=40,4|198=42,4|198=44,4|198=46,4|198=48,4|255=50,4|198=52,4|198=54,4|255=56,4|255=58,4|88=60,4|88=62,4|87=64,4|87=66,4|87=70,4|87=72,4|87=76,4|87=78,4|255=80,4|255=82,4|87=84,4|87=86,4|255=88,4|255=90,4|87=92,4|87=94,4|87=96,4|87=98,4|
43=0,6|214=2,6|214=4,6|214=6,6|214=8,6|214=10,6|214=12,6|214=16,6|214=20,6|214=24,6|214=26,6|214=28,6|214=30,6|214=32,6|214=34,6|214=36,6|214=38,6|214=40,6|214=42,6|214=44,6|214=46,6|214=48,6|214=52,6|214=54,6|214=56,6|214=58,6|119=62,6|118=64,6|255=66,6|118=68,6|118=70,6|118=72,6|118=76,6|118=78,6|255=80,6|255=82,6|119=86,6|118=88,6|117=90,6|118=94,6|118=96,6|118=98,6|
37=0,8|239=2,8|239=4,8|239=6,8|239=8,8|239=10,8|239=12,8|239=16,8|239=20,8|239=24,8|239=26,8|239=28,8|239=30,8|239=32,8|239=34,8|239=36,8|239=38,8|239=40,8|239=42,8|239=44,8|239=46,8|239=48,8|239=52,8|239=54,8|255=56,8|255=58,8|120=60,8|120=62,8|119=64,8|118=68,8|119=70,8|118=72,8|118=76,8|118=78,8|118=80,8|255=82,8|118=84,8|118=86,8|255=88,8|255=90,8|118=92,8|118=94,8|118=96,8|118=98,8|
// End Object
// Object HalfMp // Test at coords 13, 39
119=0,0|215=2,0|213=4,0|213=6,0|213=8,0|213=10,0|213=12,0|213=14,0|213=16,0|213=18,0|213=20,0|213=22,0|213=24,0|213=26,0|213=28,0|213=30,0|213=32,0|213=34,0|213=36,0|213=38,0|213=40,0|78=42,0|78=44,0|78=46,0|78=48,0|78=50,0|78=52,0|78=54,0|78=56,0|78=58,0|78=60,0|78=62,0|78=64,0|78=66,0|78=68,0|78=70,0|78=72,0|78=74,0|78=76,0|78=78,0|78=80,0|78=82,0|78=84,0|78=86,0|78=88,0|78=90,0|78=92,0|78=94,0|78=96,0|78=98,0|
123=0,2|132=2,2|132=4,2|132=6,2|132=8,2|132=10,2|132=12,2|132=16,2|132=20,2|132=24,2|132=28,2|132=30,2|132=32,2|132=34,2|132=36,2|132=38,2|132=40,2|62=42,2|62=44,2|62=46,2|62=50,2|62=54,2|62=58,2|62=62,2|62=64,2|62=66,2|255=68,2|62=70,2|62=74,2|62=78,2|62=82,2|62=86,2|62=88,2|62=90,2|62=92,2|62=94,2|62=96,2|62=98,2|
118=0,4|168=2,4|168=4,4|168=6,4|168=8,4|168=10,4|168=12,4|255=14,4|255=16,4|168=20,4|168=24,4|168=28,4|168=30,4|168=32,4|168=34,4|168=36,4|168=38,4|168=40,4|88=42,4|88=44,4|88=46,4|255=48,4|255=50,4|88=52,4|88=54,4|255=56,4|255=58,4|88=60,4|88=62,4|88=64,4|88=66,4|88=70,4|88=74,4|88=78,4|255=80,4|255=82,4|88=84,4|88=86,4|88=88,4|88=90,4|88=92,4|88=94,4|88=96,4|88=98,4|
113=0,6|215=2,6|215=4,6|215=6,6|215=8,6|215=10,6|215=12,6|215=20,6|215=24,6|215=26,6|215=28,6|215=30,6|215=32,6|215=34,6|215=36,6|215=38,6|215=40,6|110=42,6|110=44,6|110=46,6|110=48,6|110=50,6|110=54,6|110=56,6|110=58,6|111=62,6|111=64,6|255=66,6|111=68,6|111=70,6|111=72,6|111=74,6|111=78,6|111=82,6|111=86,6|111=88,6|111=90,6|111=92,6|111=94,6|111=96,6|111=98,6|
115=0,8|215=2,8|215=4,8|215=6,8|215=8,8|215=10,8|215=12,8|215=16,8|215=20,8|215=24,8|215=26,8|215=28,8|215=30,8|215=32,8|215=34,8|215=36,8|215=38,8|215=40,8|110=42,8|110=44,8|110=46,8|255=48,8|255=50,8|110=52,8|110=54,8|255=56,8|255=58,8|111=60,8|111=62,8|111=64,8|111=68,8|111=70,8|255=72,8|255=74,8|111=76,8|111=78,8|255=80,8|255=82,8|111=84,8|111=86,8|111=88,8|111=90,8|111=92,8|111=94,8|111=96,8|111=98,8|
// End Object
Healing Macro
This macro requires you to be in a group.
Now open up the L2HealMacro.mac with ACTool.
Once set up in your group, you need to determine how many people in your group. Once you determined this, change the value of groupSize (indicated in red) to the amount of people in your group. You must then setup the hotkeys as the following:
Healing = F1
Once this is done, you are ready to go, just start the macro and voila!
SetActiveWindow Lineage IIConstants HealDelay = 8 sec groupSize = 2 // Number of people in group c1 = 0 // counter 1 c2 = 0 // counter 1 c3 = 0 // counter 1 xcoordPuller = 70 ycoordPuller = 100 xcoordP1HP = 111 //x coord of P1 health bar - RED 198 ycoordP1HP = 29 //y coord of P1 health bar xcoordP2HP = 100 //x coord of P2 health bar - RED 181 ycoordP2HP = 109 //y coord of P2 health bar xcoordP3HP = 100 //x coord of P3 health bar - RED 181 ycoordP3HP = 143 //y coord of P3 health bar xcoordP4HP = 100 //x coord of P4 health bar ycoordP4HP = 177 //y coord of P4 health bar xcoordP5HP = 100 //x coord of P5 health bar ycoordP5HP = 211 //y coord of P5 health bar xcoordP6HP = 100 //x coord of P6 health bar ycoordP6HP = 245 //y coord of P6 health bar xcoordP7HP = 100 //x coord of P6 health bar ycoordP7HP = 279 //y coord of P6 health bar xcoordP8HP = 100 //x coord of P6 health bar ycoordP8HP = 313 //y coord of P6 health bar EndWhile 1 MousePos $xcoordPuller, $ycoordPuller LeftClick delay 0.1 sec LeftClick delay 0.1 sec LeftClick delay 0.1 sec LeftClick delay 0.1 sec LeftClick delay 1 sec GetRed $xcoordP2HP, $ycoordP2HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END if $groupsize > 2 GetRed $xcoordP3HP, $ycoordP3HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP3HP, $ycoordP3HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END END if $groupsize > 3 GetRed $xcoordP4HP, $ycoordP4HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP4HP, $ycoordP4HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END END if $groupsize > 4 GetRed $xcoordP5HP, $ycoordP5HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP5HP, $ycoordP5HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END END if $groupsize > 5 GetRed $xcoordP6HP, $ycoordP6HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP6HP, $ycoordP6HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END END if $groupsize > 6 GetRed $xcoordP7HP, $ycoordP7HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP7HP, $ycoordP7HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END END if $groupsize > 7 GetRed $xcoordP2HP, $ycoordP2HP = 130 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 131 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 132 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 133 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 134 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 135 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 136 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 137 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 138 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 139 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 140 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 141 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 142 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 143 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 144 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 145 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 146 //should be coords of puller's hp {F2} //heal key delay $casttime sec END GetRed $xcoordP2HP, $ycoordP2HP = 147 //should be coords of puller's hp {F2} //heal key delay $casttime sec END ENDENDEND
|