Death Paths Jimmys Grinder Framework
Re: Death Paths Jimmys Grinder Framework
Since some Updates Jimmys Grinder Framework dont Works like it have to do. I made some Test but i dont know why it doesn't works anymore so good like the first Time i test it.

Re: Death Paths Jimmys Grinder Framework
Death path not working for me , will not self resurrect.... any ideas ? 



-
Onlinenucular
- Site Admin
- Posts: 260
- Joined: Sat Jan 07, 2017 9:08 pm
- Has thanked: 27 times
- Been thanked: 388 times
Re: Death Paths Jimmys Grinder Framework
Yes since 5.3 they changed ressurection.
When NA hit's 5.3 i will add that change also in OfficialGrinderFramework.
Search in OfficialGrinderframework.lua for DialogList:GetDialog( "resurrect_dialog" ):IsVisible() you will find these 2 spots with different code.
When NA hit's 5.3 i will add that change also in OfficialGrinderFramework.
Search in OfficialGrinderframework.lua for DialogList:GetDialog( "resurrect_dialog" ):IsVisible() you will find these 2 spots with different code.
Code: Select all
if Settings.AllowRessurectQuit and Player:IsDead() and DialogList:GetDialog( "resurrect_dialog" ):IsVisible() and DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):IsEnabled() then
Write ("Died switching the death nodes");
Died = true;
return false;
.....
if Settings.AllowRessurectQuit and Player:IsDead() and DialogList:GetDialog( "resurrect_dialog" ):IsVisible() and DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):IsEnabled() then
DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):Click();
...
end
Re: Death Paths Jimmys Grinder Framework
where need to add this ? in OfficialGrinderframework.lua but what line couse i found more then 2nucular wrote: ↑Sat Mar 11, 2017 5:15 pmYes since 5.3 they changed ressurection.
When NA hit's 5.3 i will add that change also in OfficialGrinderFramework.
Search in OfficialGrinderframework.lua for DialogList:GetDialog( "resurrect_dialog" ):IsVisible() you will find these 2 spots with different code.
Code: Select all
if Settings.AllowRessurectQuit and Player:IsDead() and DialogList:GetDialog( "resurrect_dialog" ):IsVisible() and DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):IsEnabled() then Write ("Died switching the death nodes"); Died = true; return false; ..... if Settings.AllowRessurectQuit and Player:IsDead() and DialogList:GetDialog( "resurrect_dialog" ):IsVisible() and DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):IsEnabled() then DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):Click(); ... end
Re: Death Paths Jimmys Grinder Framework
I think lines 136 and 641 .
need to confirm that with nucular though as i still dont have it working .......too long today will try again tomorrow
Thanks nucular for the scripting any idea why dont work for me ? is that the right lines ?
need to confirm that with nucular though as i still dont have it working .......too long today will try again tomorrow

Thanks nucular for the scripting any idea why dont work for me ? is that the right lines ?

-
Onlinenucular
- Site Admin
- Posts: 260
- Joined: Sat Jan 07, 2017 9:08 pm
- Has thanked: 27 times
- Been thanked: 388 times
Re: Death Paths Jimmys Grinder Framework
JimmysGrinderFramework/GrinderFramework.lua For 5.3
Code: Select all
--[[
--------------------------------------------------
Copyright (C) 2011 Blastradius
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
--------------------------------------------------
]]--
--[[
Public Variables
Controller - Contains the controller instance. This can either be a player- or class-specific file.
Class - Contains the class instance. This is available when a player-specific file has been loaded.
Framework - Contains the framework functionality. These functions are used to run the engine.
Helper - Contains the helper functionality. These functions make it easier to execute actions.
Private Variables
_IsDead - Indicates the target has died. Looting is only attempted once in case of full inventory.
_IsResting - Indicates whether or not the character is currently allowed to rest.
_ForceLogout - Indicates a force logout is coming up.
_PositionStart - Contains the starting position. This is used when no travel path has been allowed or loaded.
_TravelStart - Contains the object at which the travel list started.
_TravelTimer - Contains a timer indicating when to run to the next node.
_SelectForce - Contains the identifier of the entity to select. Used to avoid auto attacks on reflect.
_SelectPrevious - Contains the identifier of the previously selected entitiy.
_SelectTimer - Contains the timer of the previous send select command.
_NumberOfLoot - Contains the amount of times loot has been attempted.
Room for Improvement
Check inventory to see if you have room for additional items.
Check for Loot windows, automatically roll and accept items.
]]--
--- OnLoad is called when the script is being initialized.
--
-- @return void
function OnLoad()
-- Load the settings from the file to allow the configuration of the framework.
Settings = Include( "OfficialGrinderFramework/Settings.lua" );
-- Load the helper functions that may be used by class- or player scripts.
Helper = Include( "OfficialGrinderFramework/HelperFunction.lua" );
-- Check if the settings file has been loaded correctly and contains the initalization routine.
if Settings == nil or Helper == nil or Settings.Initialize == nil then
Write( "Unable to find/load the framework settings/helper functions!" );
Close();
return false;
end
-- Actually load the values from the settings using the Initialize method.
Settings:Initialize();
-- Load the controller for the current player. This might fail if there is no specific file for the player.
Controller = Include( "OfficialGrinderFramework/Players/" .. Player:GetName() .. ".lua" );
-- Check if the controller was loaded, or load the class-specific controller.
if Controller == nil then
Controller = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" );
else
Class = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" );
end
-- If both a player controller and class controller are unavailable, abort the script.
if Controller == nil then
Write( "Unable to find a class or player controller!" );
Close();
-- Continue with the initialization of internal variables and perform some additional checks.
else
-- Initialize required framework variables.
self._PositionStart = Player:GetPosition();
self._NumberOfLoot = 0;
-- Check the travel position and find the nearest node.
Helper:CheckTravelPosition();
-- Check if we are allowed to follow a travel path and one has been loaded; we need to ensure our position.
if Settings.AllowTravel and TravelList ~= nil then
self._TravelStart = TravelList:GetCurrent();
TravelList:Move(); -- Move to the selected node!
end
-- Initialize the controller.
if Controller.Initialize ~= nil then
Controller:Initialize()
end
end
end
--- OnFrame: Detect movement stop on a per-frame basis to quickly chain movement.
--
-- @return void
function OnFrame()
if Settings.TravelDelay == 0 then
if not Player:IsMoving() then
if self._IsMoving then
self:OnRun();
self._IsMoving = false;
end
else
self._IsMoving = true;
end
end
end
--- OnRun is called each frame to advance the script logic.
--
-- @return void
function OnRun()
if Died == null then
Died = false;
end
if Died == false then
-- Check if the resurrect dialog is available and the button enabled, go back to town.
if Settings.AllowRessurectQuit and Player:IsDead() and DialogList:GetDialog( "resurrect_dialog" ):IsVisible() and DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):IsEnabled() then
Write ("Died switching the death nodes");
Died = true;
return false;
end
-- Check if the ForceLogout value has been set, in which case we have to go.
if self._ForceLogout ~= nil then
-- Wait until the alert dialog is shown before closing the script.
if DialogList:GetDialog( "quit_alert_dialog" ):IsVisible() then
Close();
return;
end
-- Use the console to logout.
PlayerInput:Console( "/Logout" );
end
-- Check if we are currently busy or have been killed.
if Player:IsBusy() or Player:IsDead() then
-- return false;
end
-- Check if we are currently moving, when we are, we cannot do this.
if not Player:IsMoving() and not Player:IsResting() then
-- Check if we need to perform kind of healing routine.
if Controller.Heal ~= nil and not Controller:Heal( true ) then
return false;
end
-- Check the force members and see if we have to do anything.
if Controller.Force ~= nil and not Controller:Force() then
return false;
end
-- Check if we need to perform kind of healing routine.
if Controller.Heal ~= nil and not Controller:Heal( false ) then
return false;
end
end
-- Check if we are allowed to attack
if Settings.AllowAttack then
-- Initialize the variable that we need to hold the target entity.
local Entity = EntityList:GetEntity( Player:GetTargetID());
-- Do an aggression check to see if something is attacking me.
if Settings.AllowTravelAggressionCheck then
local AggroEntity = Framework:FindTarget( true, Player:GetPosition());
-- If something is attacking me, set is as the new target!
if AggroEntity ~= nil and ( Entity == nil or Entity:IsDead()) then
Player:SetTarget( AggroEntity );
Player:SetMove( nil );
self._IsResting = false;
return false;
end
end
-- Check if we are currently moving, when we are, don't continue.
if Player:IsMoving() then
-- Temporary fix until the new movement system is available.. sorry about that.
while DialogList:GetDialog( "loot_dialog" ):IsVisible() do
PlayerInput:Escape(); -- Close the damn loot.
end
if DialogList:GetDialog( "system_menu_dialog" ):IsVisible() then
DialogList:GetDialog( "system_menu_dialog" ):SetVisible(false);
end
-- Check if the master name has been configured and attempt to find it.
if Settings.MasterName ~= nil then
-- Find the master entity, the one that is to be followed and supported.
local EntityMaster = EntityList:GetEntity( Settings.MasterName );
-- Check if the master is in the area and move to the master when not in range.
if EntityMaster ~= nil and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < 80 and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterFollowRange and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) > Settings.MasterMinimumRange then
-- Check if the master is flying, in which case, we do the same!
if EntityMaster:IsFlying() ~= Player:IsFlying() then
if not EntityMaster:IsGliding() then
PlayerInput:Ability( "Toggle Flight/Landing" );
return;
end
end
Player:SetMove( EntityMaster:GetPosition());
elseif Settings.MasterMinimumRange > 0 and EntityMaster ~= nil and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterMinimumRange then
Player:SetMove( nil );
end
end
local MoveTarget = Player:GetMove();
if MoveTarget == nil or Settings.AllowTravelPerfect or Player:GetPosition():DistanceToPosition( MoveTarget ) > 1 then
return false;
end
end
-- Check if responding on brands is allowed.
if Settings.AllowBranding then
-- Find the best brand to select. This can end up at a friendly to follow.
local EntityBrand = Framework:FindBrand();
-- Check if the branded target is friendly, in which case we need to follow it.
if EntityBrand ~= nil and EntityBrand:IsFriendly() then
if not Player:SetMove( EntityBrand:GetPosition()) and EntityBrand:IsResting() and not Player:IsResting() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Check if the retrieved brand is valid and if the current target is set correctly.
elseif EntityBrand ~= nil and ( Player:GetTargetID() == 0 or Player:GetTargetID() ~= EntityBrand:GetID() and not EntityBrand:IsDead()) then
Player:SetTarget( EntityBrand );
self._SelectTimer = Time() + 1000;
return false;
end
end
-- Check if potion usage has been allowed and we are not currently moving or resting.
if Settings.Potion and not Player:IsMoving() and not self._IsResting then
-- Check if a health potion is allowed and check if we have reached the threshold.
if Settings.PotionHealth > 0 and Player:GetHealth() <= Settings.PotionHealth and not Helper:CheckPotionHealth() then
return false;
end
-- Check if a mana potion is allowed and check if we have reached the threshold.
if Settings.PotionMana > 0 and Player:GetMana() <= Settings.PotionMana and not Helper:CheckPotionMana() then
return false;
end
-- Check if a recovery potion is allowed and check if we have reached the threshold.
if Settings.PotionRecovery > 0 and Player:GetHealth() <= Settings.PotionRecovery and Player:GetMana() <= Settings.PotionRecovery and not Helper:CheckPotionRecovery() then
return false;
end
end
-- Check the current resting state and find a new target when we have no current target.
if self._SelectForce == nil and ( self._IsDead ~= nil or Player:GetTargetID() == 0 or Player:GetTargetID() == Player:GetID() or self._SkipEntity == Player:GetTargetID()) then
self._NumberOfLoot = 0;
-- Check if the master name has been configured and attempt to find it.
if Settings.MasterName ~= nil then
-- Find the master entity, the one that is to be followed and supported.
local EntityMaster = EntityList:GetEntity( Settings.MasterName );
-- Check if the master is in the area and move to the master when not in range.
if EntityMaster ~= nil and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < 80 and Settings.MasterSupport then
-- Find the target that has been selected by the master.
local EntityMasterTarget = EntityList:GetEntity( EntityMaster:GetTargetID())
-- Check if the master is resting, in which case, we do the same!
if EntityMaster:IsResting() ~= Player:IsResting() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Check if the master is flying, in which case, we do the same!
if EntityMaster:IsFlying() ~= Player:IsFlying() then
if not EntityMaster:IsGliding() and ( not Player:IsFlying() or Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterFollowRange ) then
PlayerInput:Ability( "Toggle Flight/Landing" );
return;
end
end
-- Check if the master is to be supported and is using an offensive skill!
if EntityMasterTarget ~= nil and not EntityMasterTarget:IsFriendly() and Player:GetTargetID() ~= EntityMasterTarget:GetID() and not EntityMasterTarget:IsDead() and ( Settings.MasterSupportActive or ( EntityMaster:GetSkillID() ~= 0 and SkillList:GetSkill( EntityMaster:GetSkillID()):IsAttack())) then
Player:SetTarget( EntityMasterTarget );
self._SelectTimer = Time() + 1000;
return false;
end
end
if EntityMaster ~= nil and ( Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterFollowRange or Player:SetMove( EntityMaster:GetPosition())) then
-- Nothing.
end
end
-- Make sure the forced dead switch is cleared now that we are running this routine.
self._IsDead = nil;
-- Make sure the previously selected entity is cleared.
self._SelectPrevious = nil;
-- Check if the target switching timer has been set and check if we are allowed to try again!
if self._SelectTimer ~= nil and self._SelectTimer >= Time() then
return false;
-- Check our health and mana and enable the resting state when we have low health or mana (We cannot be under attack).
elseif Settings.AllowRest and not self._IsResting and ( Player:GetHealth() < Settings.RestHealth or Player:GetMana() < Settings.RestMana or Player:GetFlightTime() < Settings.RestFlight ) and ( Settings.MasterName == nil or Settings.MasterName == Player:GetName() or EntityList:GetEntity( Settings.MasterName ) == nil ) then -- and Framework:FindTarget( false, nil, nil, true ) == nil then
self._IsResting = true;
return false;
-- When we are resting, wait until we are back at full health or start attacking when attacked.
elseif self._IsResting then
if Framework:FindTarget( true, Player:GetPosition()) ~= nil then
self._IsResting = false;
else
-- Check the resting state and toggle rest when we have finished moving.
if not Player:IsResting() and not Player:IsMoving() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Nothing seems to be wrong so wait until we are back at full health and mana.
if Player:GetHealth() == 100 and Player:GetManaCurrent() == Player:GetManaMaximum() and Player:GetFlightTime() == 100 then
self._IsResting = false;
return false;
end
end
-- We are not in need of and kind of resting so continue selecting the next target.
else -- if not Player:IsMoving() then
-- Execute the pause routine. We need to perform certain checks here (We cannot be under attack).
if Controller.Pause ~= nil and Target == nil and not Controller:Pause() then
return false;
end
if Entity == nil or Entity:IsDead() or Entity:IsFriendly() then
local AggroEntity = Framework:FindTarget( true, Player:GetPosition());
if AggroEntity ~= nil then
Player:SetTarget( AggroEntity );
Player:SetMove( nil );
self._IsResting = false;
return false;
end
end
-- Check if herb treatment should be checked and check it when it should.
if not Player:IsFlying() and Settings.HerbTreatment and not Helper:CheckHerbTreatment() then
_iTime = 4500;
return false;
end
-- Check if mana treatment should be checked and check it when it should.
if not Player:IsFlying() and Settings.ManaTreatment and not Helper:CheckManaTreatment() then
_iTime = 4500;
return false;
end
-- Check if travelling is allowed and a travel list has been loaded.
if Settings.AllowTravel and TravelList ~= nil then
-- Check if the current node is an action node, we will grind here!
if TravelList:GetCurrent():IsAction() then
-- Find a target that should be attacked.
Entity = Framework:FindTarget( false, TravelList:GetCurrent():GetPosition());
-- Configure the required minimum waiting time for each node.
if self._TravelTimer == nil then
-- Check if the node parameter is numeric, in which case we will use the value provided here.
if tonumber( TravelList:GetCurrent():GetParam()) ~= nil then
self._TravelTimer = Time() + tonumber( TravelList:GetCurrent():GetParam());
-- Otherwise we will take the timer provided in the settings.
else
self._TravelTimer = Time() + Settings.TravelDelay;
end
end
-- Check if a valid entity has been found.
if Entity == nil then
-- When we have arrived at the first node, pause until an entity has been available.
if self._TravelTimer >= Time() then
return true;
-- Return to the original node position before trying to go to the next node.
elseif Settings.AllowTravelPerfect and TravelList:Move() and Player:IsMoving() then
return false;
-- Finally we may go to the next node, clear the counter and timer and run to it.
else
-- Clear the travel timer, we need to set a new one once we have arrived.
self._TravelTimer = nil;
--
if self._DetectNode ~= nil and not Settings.AllowTravelPerfect then
Helper:CheckTravelPosition();
self._DetectNode = nil;
elseif not Player:IsBusy() or Player:GetPosition():DistanceToPosition( TravelList:GetCurrent():GetPosition()) <= 5 then
TravelList:GetNext(); -- Select the next node in the travel list.
if TravelList:GetCurrent():GetName() ~= "Death" then
TravelList:Move(); -- Move to the selected node!
Write ( "Moving to Next Node" );
end
end
return true;
end
end
-- Otherwise this might be a resting node, we need to set the resting state when we are not resting already!
elseif TravelList:GetCurrent():IsRest() and not Player:IsResting() then
self._IsResting = true;
-- Otherwise this is a movement node, and as such, we need to move.
elseif not Player:IsBusy() or Player:GetPosition():DistanceToPosition( TravelList:GetCurrent():GetPosition()) <= 5 then
TravelList:GetNext();
if TravelList:GetCurrent():GetName() ~= "Death" then
TravelList:Move(); -- Move to the selected node!
Write ( "Moving to Next Node" );
end
end
-- Otherwise when travelling is not allowed, find a target nearby or start resting.
elseif Settings.AllowTargetSearch then
-- Find a target that should be attacked.
Entity = Framework:FindTarget();
-- Check if a valid entity has been found.
if Entity == nil and self.AllowRest then
self._IsResting = true;
return true;
end
-- When attacking is not allowed and we aren't supposed to travel, wait patiently.
else
return true;
end
-- Set this entity as our new target.
Player:SetTarget( Entity );
self._SelectTimer = Time() + 1000;
return false;
end
-- Check if we have a proper target. Start attacking when we have a proper target.
else
-- Find the entity that we have targeted.
local Entity = nil;
-- Check if a target has been forced to set and retrieve the entity.
if self._SelectForce ~= nil then
Entity = EntityList:GetEntity( _SelectForce );
else
Entity = EntityList:GetEntity( Player:GetTargetID());
end
-- Check if the found entity is valid and if the entity is friendly.
if Entity == nil or Entity:IsFriendly() or Entity:IsGatherable() or Entity:IsObject() then
self._IsDead = true;
self._SelectForce = nil;
return true;
end
-- Track the amount of selects that have been performed (Intentionally or by being attacked).
if self._SelectPrevious == nil or Entity:GetID() ~= self._SelectPrevious then
self._SelectPrevious = Entity:GetID();
end
-- When the entity has died, loot it and move on.
if Entity:IsDead() then
-- Check if we are allowed to loot the target and loot it!
if Settings.AllowLoot and not Entity:IsPlayer() then -- and InventoryList:GetSlotCurrent() < InventoryList:GetSlotMaximum() then
if PlayerInput:Ability( "Loot" ) then
if Entity:GetPosition():DistanceToPosition( Player:GetPosition()) <= 7 then
if ( Settings.AllowInsaneCpuConsumption and self._NumberOfLoot >= 30 ) or ( not Settings.AllowInsaneCpuConsumption and self._NumberOfLoot >= 4 ) then
self._SkipEntity = Entity:GetID();
self._IsDead = true;
else
self._NumberOfLoot = self._NumberOfLoot + 1;
end
self._DetectNode = true;
end
return false;
end
else
self._SkipEntity = Entity:GetID();
self._DetectNode = true;
-- self._IsDead = true;
end
-- Return the function, we have completed it.
return true;
end
-- Check if the resting state is still enabled and disable it when it is.
if self._IsResting then
self._IsResting = false;
end
-- Check if we are a melee orientated class and the target has reflect!
-- NOTE: Removed CheckMelee, so even Sorcerers will take a break here. Some reason, that didn't work.. no clue why!
if not Settings.AllowReflect and Helper:CheckReflect( Entity ) then
-- Check if the controller contains a reflect function and run it.
if Controller.Reflect ~= nil and not Controller:Reflect( Entity ) then
return false;
end
-- Otherwise set the current target to myself.
Player:SetTarget( Player );
self._SelectForce = Entity:GetID();
return false;
-- When the enemy has been in a reflect state, set the target and remove the forced select.
end
-- Remove the forced select variable, we have passed through forced states.
self._SelectForce = nil;
-- Check if the current target is set correctly to the target. When forcing targets, this may not be the case.
if Player:GetTargetID() ~= Entity:GetID() then
Player:SetTarget( Entity );
return false;
end
-- Retrieve the state of the entity to iterate to detect a stunned state.
local EntityState = Entity:GetState();
-- Initialize the stunned status of the target entity.
local Stunned = false;
-- Check if the retrieved entity state is correct.
if EntityState ~= nil then
-- Loop through the state of the target entity to see if it is stunned.
for ID, StateIndex in DictionaryIterator( EntityState:GetList()) do
-- Check if the state is correct and check if it is a stun.
if StateIndex ~= nil and StateIndex:IsStun() then
Stunned = true;
end
end
end
-- Check if we are currently in the resting state and stand up when we are.
if Player:IsResting() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Execute the attack routine and return what is returned.
if Controller.Attack ~= nil then
-- Check if the target does not have a target.
if Entity:GetTargetId() == 0 and Player:GetClass():ToString() ~= "Spiritmaster" then
-- Retrieve the distance to the target.
local LosPosition = Player:GetPosition();
-- Initialize a boolean indicating whether the Los is valid.
local LosValid = false;
-- Check if this entity matches the Los-variables.
if self._LosPosition ~= nil and self._LosId ~= nil and self._LosTime ~= nil and Entity:GetId() == self._LosId then
-- Retrieve the skill identifier.
local SkillId = Player:GetSkillId();
-- Check if the distance has changed.
if math.floor( self._LosPosition.X ) ~= math.floor( Player:GetPosition().X ) and math.floor( self._LosPosition.Y ) ~= math.floor( Player:GetPosition().Y ) then
LosValid = true;
-- Check if we are performing an attack.
elseif SkillId ~= 0 and SkillList:GetSkill( SkillId ):IsAttack() then
LosValid = true;
end
-- Otherwise set the Los-variables.
else
LosValid = true;
self._LosPosition = Player:GetPosition();
self._LosId = Entity:GetId();
self._LosTime = Time();
end
-- Check if the Los is not valid.
if not LosValid then
-- Check if the time has expired for the Los check!
if self._LosTime + 4000 < Time() then
self._LosIdSkip = Entity:GetId();
Player:SetTarget( Player );
end
-- Otherwise extend the Los time.
else
self._LosTime = Time();
end
else
self._LosIdSkip = nil;
end
return Controller:Attack( Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), Stunned );
end
end
end
-- Nothing was executed, continue with other functions.
return true;
elseif Died == true then
-- Check if the resurrect dialog is available and the button enabled, go back to town.
if Settings.AllowRessurectQuit and Player:IsDead() and DialogList:GetDialog( "resurrect_dialog" ):IsVisible() and DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):IsEnabled() then
DialogList:GetDialog( "resurrect_dialog/resurrect_list/resurrect_prototype/ok" ):Click();
-- self._ForceLogout = true;
-- Check the travel position and find the nearest node.
Helper:CheckTravelPosition();
-- Check if we are allowed to follow a travel path and one has been loaded; we need to ensure our position.
if Settings.AllowTravel and TravelList ~= nil then
self._TravelStart = TravelList:GetCurrent();
TravelList:Move(); -- Move to the selected node!
Write ( "Setting First death node" );
end
return false;
end
-- Check if the ForceLogout value has been set, in which case we have to go.
if self._ForceLogout ~= nil then
-- Wait until the alert dialog is shown before closing the script.
if DialogList:GetDialog( "quit_alert_dialog" ):IsVisible() then
Close();
return;
end
-- Use the console to logout.
PlayerInput:Console( "/Logout" );
end
-- Check if we are currently busy or have been killed.
if Player:IsBusy() or Player:IsDead() then
-- return false;
end
-- Check if we are currently moving, when we are, we cannot do this.
if not Player:IsMoving() and not Player:IsResting() then
-- Check if we need to perform kind of healing routine.
if Controller.Heal ~= nil and not Controller:Heal( true ) then
return false;
end
-- Check the force members and see if we have to do anything.
if Controller.Force ~= nil and not Controller:Force() then
return false;
end
-- Check if we need to perform kind of healing routine.
if Controller.Heal ~= nil and not Controller:Heal( false ) then
return false;
end
end
-- Check if we are allowed to attack
if Settings.AllowAttack then
-- Initialize the variable that we need to hold the target entity.
local Entity = EntityList:GetEntity( Player:GetTargetID());
-- Do an aggression check to see if something is attacking me.
if Settings.AllowTravelAggressionCheck then
local AggroEntity = Framework:FindTarget( true, Player:GetPosition());
-- If something is attacking me, set is as the new target!
if AggroEntity ~= nil and ( Entity == nil or Entity:IsDead()) then
Player:SetTarget( AggroEntity );
Player:SetMove( nil );
self._IsResting = false;
return false;
end
end
-- Check if we are currently moving, when we are, don't continue.
if Player:IsMoving() then
-- Temporary fix until the new movement system is available.. sorry about that.
while DialogList:GetDialog( "loot_dialog" ):IsVisible() do
PlayerInput:Escape(); -- Close the damn loot.
end
if DialogList:GetDialog( "system_menu_dialog" ):IsVisible() then
DialogList:GetDialog( "system_menu_dialog" ):SetVisible(false);
end
-- Check if the master name has been configured and attempt to find it.
if Settings.MasterName ~= nil then
-- Find the master entity, the one that is to be followed and supported.
local EntityMaster = EntityList:GetEntity( Settings.MasterName );
-- Check if the master is in the area and move to the master when not in range.
if EntityMaster ~= nil and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < 80 and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterFollowRange and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) > Settings.MasterMinimumRange then
-- Check if the master is flying, in which case, we do the same!
if EntityMaster:IsFlying() ~= Player:IsFlying() then
if not EntityMaster:IsGliding() then
PlayerInput:Ability( "Toggle Flight/Landing" );
return;
end
end
Player:SetMove( EntityMaster:GetPosition());
elseif Settings.MasterMinimumRange > 0 and EntityMaster ~= nil and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterMinimumRange then
Player:SetMove( nil );
end
end
local MoveTarget = Player:GetMove();
if MoveTarget == nil or Settings.AllowTravelPerfect or Player:GetPosition():DistanceToPosition( MoveTarget ) > 1 then
return false;
end
end
-- Check if responding on brands is allowed.
if Settings.AllowBranding then
-- Find the best brand to select. This can end up at a friendly to follow.
local EntityBrand = Framework:FindBrand();
-- Check if the branded target is friendly, in which case we need to follow it.
if EntityBrand ~= nil and EntityBrand:IsFriendly() then
if not Player:SetMove( EntityBrand:GetPosition()) and EntityBrand:IsResting() and not Player:IsResting() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Check if the retrieved brand is valid and if the current target is set correctly.
elseif EntityBrand ~= nil and ( Player:GetTargetID() == 0 or Player:GetTargetID() ~= EntityBrand:GetID() and not EntityBrand:IsDead()) then
Player:SetTarget( EntityBrand );
self._SelectTimer = Time() + 1000;
return false;
end
end
-- Check if potion usage has been allowed and we are not currently moving or resting.
if Settings.Potion and not Player:IsMoving() and not self._IsResting then
-- Check if a health potion is allowed and check if we have reached the threshold.
if Settings.PotionHealth > 0 and Player:GetHealth() <= Settings.PotionHealth and not Helper:CheckPotionHealth() then
return false;
end
-- Check if a mana potion is allowed and check if we have reached the threshold.
if Settings.PotionMana > 0 and Player:GetMana() <= Settings.PotionMana and not Helper:CheckPotionMana() then
return false;
end
-- Check if a recovery potion is allowed and check if we have reached the threshold.
if Settings.PotionRecovery > 0 and Player:GetHealth() <= Settings.PotionRecovery and Player:GetMana() <= Settings.PotionRecovery and not Helper:CheckPotionRecovery() then
return false;
end
end
-- Check the current resting state and find a new target when we have no current target.
if self._SelectForce == nil and ( self._IsDead ~= nil or Player:GetTargetID() == 0 or Player:GetTargetID() == Player:GetID() or self._SkipEntity == Player:GetTargetID()) then
self._NumberOfLoot = 0;
-- Check if the master name has been configured and attempt to find it.
if Settings.MasterName ~= nil then
-- Find the master entity, the one that is to be followed and supported.
local EntityMaster = EntityList:GetEntity( Settings.MasterName );
-- Check if the master is in the area and move to the master when not in range.
if EntityMaster ~= nil and Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < 80 and Settings.MasterSupport then
-- Find the target that has been selected by the master.
local EntityMasterTarget = EntityList:GetEntity( EntityMaster:GetTargetID())
-- Check if the master is resting, in which case, we do the same!
if EntityMaster:IsResting() ~= Player:IsResting() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Check if the master is flying, in which case, we do the same!
if EntityMaster:IsFlying() ~= Player:IsFlying() then
if not EntityMaster:IsGliding() and ( not Player:IsFlying() or Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterFollowRange ) then
PlayerInput:Ability( "Toggle Flight/Landing" );
return;
end
end
-- Check if the master is to be supported and is using an offensive skill!
if EntityMasterTarget ~= nil and not EntityMasterTarget:IsFriendly() and Player:GetTargetID() ~= EntityMasterTarget:GetID() and not EntityMasterTarget:IsDead() and ( Settings.MasterSupportActive or ( EntityMaster:GetSkillID() ~= 0 and SkillList:GetSkill( EntityMaster:GetSkillID()):IsAttack())) then
Player:SetTarget( EntityMasterTarget );
self._SelectTimer = Time() + 1000;
return false;
end
end
if EntityMaster ~= nil and ( Player:GetPosition():DistanceToPosition( EntityMaster:GetPosition()) < Settings.MasterFollowRange or Player:SetMove( EntityMaster:GetPosition())) then
-- Nothing.
end
end
-- Make sure the forced dead switch is cleared now that we are running this routine.
self._IsDead = nil;
-- Make sure the previously selected entity is cleared.
self._SelectPrevious = nil;
-- Check if the target switching timer has been set and check if we are allowed to try again!
if self._SelectTimer ~= nil and self._SelectTimer >= Time() then
return false;
-- Check our health and mana and enable the resting state when we have low health or mana (We cannot be under attack).
elseif Settings.AllowRest and not self._IsResting and ( Player:GetHealth() < Settings.RestHealth or Player:GetMana() < Settings.RestMana or Player:GetFlightTime() < Settings.RestFlight ) and ( Settings.MasterName == nil or Settings.MasterName == Player:GetName() or EntityList:GetEntity( Settings.MasterName ) == nil ) then -- and Framework:FindTarget( false, nil, nil, true ) == nil then
self._IsResting = true;
return false;
-- When we are resting, wait until we are back at full health or start attacking when attacked.
elseif self._IsResting then
if Framework:FindTarget( true, Player:GetPosition()) ~= nil then
self._IsResting = false;
else
-- Check the resting state and toggle rest when we have finished moving.
if not Player:IsResting() and not Player:IsMoving() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Nothing seems to be wrong so wait until we are back at full health and mana.
if Player:GetHealth() == 100 and Player:GetManaCurrent() == Player:GetManaMaximum() and Player:GetFlightTime() == 100 then
self._IsResting = false;
return false;
end
end
-- We are not in need of and kind of resting so continue selecting the next target.
else -- if not Player:IsMoving() then
-- Execute the pause routine. We need to perform certain checks here (We cannot be under attack).
if Controller.Pause ~= nil and Target == nil and not Controller:Pause() then
return false;
end
if Entity == nil or Entity:IsDead() or Entity:IsFriendly() then
local AggroEntity = Framework:FindTarget( true, Player:GetPosition());
if AggroEntity ~= nil then
Player:SetTarget( AggroEntity );
Player:SetMove( nil );
self._IsResting = false;
return false;
end
end
-- Check if herb treatment should be checked and check it when it should.
if not Player:IsFlying() and Settings.HerbTreatment and not Helper:CheckHerbTreatment() then
_iTime = 4500;
return false;
end
-- Check if mana treatment should be checked and check it when it should.
if not Player:IsFlying() and Settings.ManaTreatment and not Helper:CheckManaTreatment() then
_iTime = 4500;
return false;
end
-- Check if travelling is allowed and a travel list has been loaded.
if Settings.AllowTravel and TravelList ~= nil then
-- Check if the current node is an action node, we will grind here!
if TravelList:GetCurrent():IsAction() then
-- Find a target that should be attacked.
Entity = Framework:FindTarget( false, TravelList:GetCurrent():GetPosition());
-- Configure the required minimum waiting time for each node.
if self._TravelTimer == nil then
-- Check if the node parameter is numeric, in which case we will use the value provided here.
if tonumber( TravelList:GetCurrent():GetParam()) ~= nil then
self._TravelTimer = Time() + tonumber( TravelList:GetCurrent():GetParam());
-- Otherwise we will take the timer provided in the settings.
else
self._TravelTimer = Time() + Settings.TravelDelay;
end
end
-- Check if a valid entity has been found.
if Entity == nil then
-- When we have arrived at the first node, pause until an entity has been available.
if self._TravelTimer >= Time() then
return true;
-- Return to the original node position before trying to go to the next node.
elseif Settings.AllowTravelPerfect and TravelList:Move() and Player:IsMoving() then
return false;
-- Finally we may go to the next node, clear the counter and timer and run to it.
else
-- Clear the travel timer, we need to set a new one once we have arrived.
self._TravelTimer = nil;
--
if self._DetectNode ~= nil and not Settings.AllowTravelPerfect then
Helper:CheckTravelPosition();
self._DetectNode = nil;
elseif not Player:IsBusy() or Player:GetPosition():DistanceToPosition( TravelList:GetCurrent():GetPosition()) <= 5 then
TravelList:GetNext(); -- Select the next node in the travel list.
if TravelList:GetCurrent():GetName() == "Death" then
TravelList:Move(); -- Move to the selected node!
Write ( "Moving to Death Node" );
end
end
return true;
end
end
-- Otherwise this might be a resting node, we need to set the resting state when we are not resting already!
elseif TravelList:GetCurrent():IsRest() and not Player:IsResting() then
self._IsResting = true;
-- Otherwise this is a movement node, and as such, we need to move.
elseif not Player:IsBusy() or Player:GetPosition():DistanceToPosition( TravelList:GetCurrent():GetPosition()) <= 5 then
TravelList:GetNext();
if TravelList:GetCurrent():GetName() == "Death" then
TravelList:Move(); -- Move to the selected node!
Write ( "Moving to Death Node" );
elseif TravelList:GetCurrent():GetName() == "Start" then
Died = false;
Write ("Switching to Normal Nodes");
end
end
-- Otherwise when travelling is not allowed, find a target nearby or start resting.
elseif Settings.AllowTargetSearch then
-- Find a target that should be attacked.
Entity = Framework:FindTarget();
-- Check if a valid entity has been found.
if Entity == nil and self.AllowRest then
self._IsResting = true;
return true;
end
-- When attacking is not allowed and we aren't supposed to travel, wait patiently.
else
return true;
end
-- Set this entity as our new target.
Player:SetTarget( Entity );
self._SelectTimer = Time() + 1000;
return false;
end
-- Check if we have a proper target. Start attacking when we have a proper target.
else
-- Find the entity that we have targeted.
local Entity = nil;
-- Check if a target has been forced to set and retrieve the entity.
if self._SelectForce ~= nil then
Entity = EntityList:GetEntity( _SelectForce );
else
Entity = EntityList:GetEntity( Player:GetTargetID());
end
-- Check if the found entity is valid and if the entity is friendly.
if Entity == nil or Entity:IsFriendly() or Entity:IsGatherable() or Entity:IsObject() then
self._IsDead = true;
self._SelectForce = nil;
return true;
end
-- Track the amount of selects that have been performed (Intentionally or by being attacked).
if self._SelectPrevious == nil or Entity:GetID() ~= self._SelectPrevious then
self._SelectPrevious = Entity:GetID();
end
-- When the entity has died, loot it and move on.
if Entity:IsDead() then
-- Check if we are allowed to loot the target and loot it!
if Settings.AllowLoot and not Entity:IsPlayer() then -- and InventoryList:GetSlotCurrent() < InventoryList:GetSlotMaximum() then
if PlayerInput:Ability( "Loot" ) then
if Entity:GetPosition():DistanceToPosition( Player:GetPosition()) <= 7 then
if ( Settings.AllowInsaneCpuConsumption and self._NumberOfLoot >= 30 ) or ( not Settings.AllowInsaneCpuConsumption and self._NumberOfLoot >= 4 ) then
self._SkipEntity = Entity:GetID();
self._IsDead = true;
else
self._NumberOfLoot = self._NumberOfLoot + 1;
end
self._DetectNode = true;
end
return false;
end
else
self._SkipEntity = Entity:GetID();
self._DetectNode = true;
-- self._IsDead = true;
end
-- Return the function, we have completed it.
return true;
end
-- Check if the resting state is still enabled and disable it when it is.
if self._IsResting then
self._IsResting = false;
end
-- Check if we are a melee orientated class and the target has reflect!
-- NOTE: Removed CheckMelee, so even Sorcerers will take a break here. Some reason, that didn't work.. no clue why!
if not Settings.AllowReflect and Helper:CheckReflect( Entity ) then
-- Check if the controller contains a reflect function and run it.
if Controller.Reflect ~= nil and not Controller:Reflect( Entity ) then
return false;
end
-- Otherwise set the current target to myself.
Player:SetTarget( Player );
self._SelectForce = Entity:GetID();
return false;
-- When the enemy has been in a reflect state, set the target and remove the forced select.
end
-- Remove the forced select variable, we have passed through forced states.
self._SelectForce = nil;
-- Check if the current target is set correctly to the target. When forcing targets, this may not be the case.
if Player:GetTargetID() ~= Entity:GetID() then
Player:SetTarget( Entity );
return false;
end
-- Retrieve the state of the entity to iterate to detect a stunned state.
local EntityState = Entity:GetState();
-- Initialize the stunned status of the target entity.
local Stunned = false;
-- Check if the retrieved entity state is correct.
if EntityState ~= nil then
-- Loop through the state of the target entity to see if it is stunned.
for ID, StateIndex in DictionaryIterator( EntityState:GetList()) do
-- Check if the state is correct and check if it is a stun.
if StateIndex ~= nil and StateIndex:IsStun() then
Stunned = true;
end
end
end
-- Check if we are currently in the resting state and stand up when we are.
if Player:IsResting() then
PlayerInput:Ability( "Toggle Rest" );
return false;
end
-- Execute the attack routine and return what is returned.
if Controller.Attack ~= nil then
-- Check if the target does not have a target.
if Entity:GetTargetId() == 0 and Player:GetClass():ToString() ~= "Spiritmaster" then
-- Retrieve the distance to the target.
local LosPosition = Player:GetPosition();
-- Initialize a boolean indicating whether the Los is valid.
local LosValid = false;
-- Check if this entity matches the Los-variables.
if self._LosPosition ~= nil and self._LosId ~= nil and self._LosTime ~= nil and Entity:GetId() == self._LosId then
-- Retrieve the skill identifier.
local SkillId = Player:GetSkillId();
-- Check if the distance has changed.
if math.floor( self._LosPosition.X ) ~= math.floor( Player:GetPosition().X ) and math.floor( self._LosPosition.Y ) ~= math.floor( Player:GetPosition().Y ) then
LosValid = true;
-- Check if we are performing an attack.
elseif SkillId ~= 0 and SkillList:GetSkill( SkillId ):IsAttack() then
LosValid = true;
end
-- Otherwise set the Los-variables.
else
LosValid = true;
self._LosPosition = Player:GetPosition();
self._LosId = Entity:GetId();
self._LosTime = Time();
end
-- Check if the Los is not valid.
if not LosValid then
-- Check if the time has expired for the Los check!
if self._LosTime + 4000 < Time() then
self._LosIdSkip = Entity:GetId();
Player:SetTarget( Player );
end
-- Otherwise extend the Los time.
else
self._LosTime = Time();
end
else
self._LosIdSkip = nil;
end
return Controller:Attack( Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), Stunned );
end
end
end
-- Nothing was executed, continue with other functions.
return true;
end
end
--- Finds the entity that has the highest branded priority.
--
-- @return void
function FindBrand()
-- Retrieve the entity for the current brand.
local Entity = EntityList:GetEntity( Player:GetBrand( 14 ));
-- Check if the entity is valid and if it is alive.
if Entity ~= nil and not Entity:IsDead() then
return Entity;
end
-- Retrieve the entity for the current brand.
Entity = EntityList:GetEntity( Player:GetBrand( 13 ));
-- Check if the entity is valid and if it is alive.
if Entity ~= nil and not Entity:IsDead() then
return Entity;
end
-- Loop through the four numeric brands indicating the next targets.
for i = 1, 4, 1 do
-- Retrieve the entity for the current brand.
Entity = EntityList:GetEntity( Player:GetBrand( i ));
-- Check if the entity is valid and if it is alive.
if Entity ~= nil and not Entity:IsDead() then
return Entity;
end
end
-- Retrieve the entity for the current brand.
Entity = EntityList:GetEntity( Player:GetBrand( 12 ));
-- Check if the entity is valid and if it is alive.
if Entity ~= nil and not Entity:IsDead() and Entity:IsFriendly() then
return Entity;
end
-- Return nothing, no brand has been found.
return nil;
end
--- Finds the spirit entity that is owned by the current player (if any).
--
-- @param integer Contains the identifier to look for.
-- @return void
function FindSpirit( ID )
-- Check the provided identifier to look for, otherwise use my own identifier.
if ID == nil then
ID = Player:GetID();
end
-- Loop through the available entities to find the spirit.
for ID, Entity in DictionaryIterator( EntityList:GetList()) do
-- Check if this monster is a spirit and belongs to me!
if Entity:GetOwnerID() == Player:GetID() and string.find( Entity:GetName(), "Spirit" ) ~= nil then
return Entity;
end
end
-- Return nothing, the spirit has not been found.
return nil;
end
--- Finds the best monster to attack at the provided area.
--
-- @param bool Indicates whether or not to restrict to search to attackers.
-- @param Vector3D Contains the position to search from, otherwise the default is used.
-- @param float Contains the maximum distance to search entities in, otherwise the default is used.
-- @param bool Indicates whether or not to resrict to priority targets.
-- @return Entity
function FindTarget( Restricted, Position, Distance, Priority )
-- Prepare the variables to contain the list, best entity and distance.
local EntitySpirit = Framework:FindSpirit();
local BestEntity = nil;
local BestDistance = 0;
-- Check if a position has been provided and use the starting position when this is not the case.
if Position == nil then
Position = self._PositionStart;
end
-- Check if a position has been provided and use the starting position when this is not the case.
if Distance == nil then
if Restricted then
Distance = 30;
else
Distance = Settings.TargetSearchDistance;
end
end
-- Loop through the available entities to find the spirit.
for ID, Entity in DictionaryIterator( EntityList:GetList()) do
-- Check if this monster is in the maximum range from the starting position, if is a proper monster and if it is alive.
if ( self._LosIdSkip == nil or ( Entity:GetId() ~= self._LosIdSkip or Entity:GetTargetId() == Player:GetId())) and Entity:IsMonster() and not Entity:IsFriendly() and not Entity:IsDead() and not Entity:IsObject() and not Entity:IsHidden() then
if Position:DistanceToPosition( Entity:GetPosition()) < Distance then
-- Check if this monster is not engaged in combat with another player. This is skipped when searching for attackers only!
if not Priority and ( Restricted == nil or Restricted == false ) and ( Entity:GetTargetID() == 0 or Entity:GetTargetID() == Entity:GetID() or ForceList:GetForce( Entity:GetTargetID()) ~= nil or ( EntitySpirit ~= nil and Entity:GetTargetID() == EntitySpirit:GetID())) then
-- Check if this entity has a level higher than one or we are in Ishalgen/Poeta.
if Entity:GetLevel() > 1 or Player:GetWorld() == 220010000 or Player:GetWorld() == 210010000 then
-- Calculate the distance from my position to the target entity.
local CurrentDistance = Player:GetPosition():DistanceToPosition( Entity:GetPosition());
-- Check if the monster is hostile, in which case it gets a higher priority due to it attacking us when near.
if Entity:IsHostile() then
CurrentDistance = CurrentDistance - 10;
end
-- Check if this entity is closer than the previous monster and remember it when it is.
if BestDistance == 0 or BestDistance > CurrentDistance then
BestDistance = CurrentDistance
BestEntity = Entity;
end
end
-- Check if this monster has targeted me and assign the highest priority on it!
elseif Entity:GetTargetID() == Player:GetID() and BestDistance > -10 then
BestEntity = Entity;
BestDistance = -10;
-- Check if this monster has targeted my spirit (if it is available), which will be the second highest priority!
elseif EntitySpirit ~= nil and Entity:GetTargetID() == EntitySpirit:GetID() and BestDistance > -5 then
BestEntity = Entity;
BestDistance = -5;
end
end
end
end
-- Return the best entity match we have found.
return BestEntity;
end
Re: Death Paths Jimmys Grinder Framework
my bot run like an mongol , he dont respect the waypoints form ress point until start point, when i start the bot he need to go for example to nodes 1 ,2 ,3 ,4 ....100 , he dont want to go like that he go 1 ,2 , 100. and stuck in the wall in tower.
with move to death point he doing same think
i upload an photo to understand what i want to mean. black line is regular waypoint, red is where bot want to go.
http://imgur.com/a/7vIBB
Code: Select all
<TravelList Reverse="False">
<Travel>
<Name>Death</Name>
<X>1401.24</X>
<Y>1303.47</Y>
<Z>336.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1406.12</X>
<Y>1306.65</Y>
<Z>336.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1410.74</X>
<Y>1309.69</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1415.56</X>
<Y>1312.61</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1420.05</X>
<Y>1315.32</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1426.27</X>
<Y>1319.07</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1431.88</X>
<Y>1322.44</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1437.79</X>
<Y>1325.93</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1442.21</X>
<Y>1328.30</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1448.44</X>
<Y>1330.80</Y>
<Z>336.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1455.38</X>
<Y>1332.46</Y>
<Z>336.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1462.31</X>
<Y>1332.60</Y>
<Z>336.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1468.91</X>
<Y>1331.58</Y>
<Z>336.65</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1475.76</X>
<Y>1329.99</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1482.42</X>
<Y>1328.29</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1489.37</X>
<Y>1326.42</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1495.78</X>
<Y>1324.74</Y>
<Z>336.80</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1503.03</X>
<Y>1324.74</Y>
<Z>335.81</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1509.79</X>
<Y>1327.11</Y>
<Z>332.85</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1514.46</X>
<Y>1329.18</Y>
<Z>330.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1520.46</X>
<Y>1331.96</Y>
<Z>329.88</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1527.15</X>
<Y>1335.06</Y>
<Z>329.88</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1532.85</X>
<Y>1337.71</Y>
<Z>327.41</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1539.50</X>
<Y>1340.89</Y>
<Z>324.43</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1545.81</X>
<Y>1343.95</Y>
<Z>323.00</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1551.66</X>
<Y>1346.78</Y>
<Z>321.80</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1555.85</X>
<Y>1348.80</Y>
<Z>319.92</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1560.14</X>
<Y>1350.87</Y>
<Z>318.00</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1566.54</X>
<Y>1353.97</Y>
<Z>316.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1572.90</X>
<Y>1357.04</Y>
<Z>315.64</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1578.56</X>
<Y>1359.76</Y>
<Z>314.35</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1585.17</X>
<Y>1362.84</Y>
<Z>313.52</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1591.72</X>
<Y>1365.80</Y>
<Z>313.08</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1598.06</X>
<Y>1368.64</Y>
<Z>311.49</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1604.17</X>
<Y>1371.34</Y>
<Z>309.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1610.23</X>
<Y>1373.97</Y>
<Z>308.35</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1615.07</X>
<Y>1376.04</Y>
<Z>307.49</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1621.05</X>
<Y>1378.60</Y>
<Z>306.54</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1627.65</X>
<Y>1381.41</Y>
<Z>305.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1633.61</X>
<Y>1383.94</Y>
<Z>305.38</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1640.17</X>
<Y>1386.75</Y>
<Z>305.64</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1646.43</X>
<Y>1389.72</Y>
<Z>306.16</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1652.08</X>
<Y>1393.27</Y>
<Z>307.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1655.78</X>
<Y>1396.60</Y>
<Z>307.97</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1660.11</X>
<Y>1401.65</Y>
<Z>308.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1664.30</X>
<Y>1407.42</Y>
<Z>309.38</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1668.23</X>
<Y>1413.20</Y>
<Z>309.55</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1672.23</X>
<Y>1419.13</Y>
<Z>309.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1675.91</X>
<Y>1424.59</Y>
<Z>308.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1679.82</X>
<Y>1430.39</Y>
<Z>308.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1683.82</X>
<Y>1436.33</Y>
<Z>307.38</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1687.51</X>
<Y>1441.74</Y>
<Z>307.13</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1691.55</X>
<Y>1447.57</Y>
<Z>307.13</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1695.31</X>
<Y>1452.99</Y>
<Z>307.19</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1698.74</X>
<Y>1459.06</Y>
<Z>306.89</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1701.06</X>
<Y>1465.73</Y>
<Z>306.43</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1702.98</X>
<Y>1471.93</Y>
<Z>305.82</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1704.91</X>
<Y>1478.78</Y>
<Z>305.14</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1706.74</X>
<Y>1485.52</Y>
<Z>304.61</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1708.73</X>
<Y>1492.26</Y>
<Z>304.19</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1710.77</X>
<Y>1498.72</Y>
<Z>303.78</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1712.93</X>
<Y>1505.37</Y>
<Z>303.38</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1715.42</X>
<Y>1511.91</Y>
<Z>303.46</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1718.63</X>
<Y>1517.84</Y>
<Z>303.82</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1723.07</X>
<Y>1523.23</Y>
<Z>304.59</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1728.31</X>
<Y>1527.85</Y>
<Z>305.53</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1733.80</X>
<Y>1532.34</Y>
<Z>306.50</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1739.00</X>
<Y>1536.47</Y>
<Z>307.56</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1744.54</X>
<Y>1540.83</Y>
<Z>308.80</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1749.85</X>
<Y>1545.13</Y>
<Z>309.76</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1754.62</X>
<Y>1549.84</Y>
<Z>310.68</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1759.37</X>
<Y>1555.16</Y>
<Z>311.86</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1763.82</X>
<Y>1560.57</Y>
<Z>313.05</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1767.53</X>
<Y>1566.37</Y>
<Z>314.39</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1770.11</X>
<Y>1572.42</Y>
<Z>315.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1773.09</X>
<Y>1578.82</Y>
<Z>316.92</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1775.97</X>
<Y>1585.35</Y>
<Z>317.96</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1777.41</X>
<Y>1590.72</Y>
<Z>318.64</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1774.92</X>
<Y>1595.99</Y>
<Z>318.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1770.43</X>
<Y>1598.34</Y>
<Z>318.23</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1763.89</X>
<Y>1599.70</Y>
<Z>317.35</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1756.87</X>
<Y>1600.27</Y>
<Z>316.16</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1749.85</X>
<Y>1600.76</Y>
<Z>314.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1743.25</X>
<Y>1601.48</Y>
<Z>313.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1736.47</X>
<Y>1603.91</Y>
<Z>311.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Start</Name>
<X>1731.30</X>
<Y>1606.67</Y>
<Z>310.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1725.86</X>
<Y>1602.62</Y>
<Z>309.65</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1720.13</X>
<Y>1598.25</Y>
<Z>308.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1715.07</X>
<Y>1593.50</Y>
<Z>307.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1710.52</X>
<Y>1588.28</Y>
<Z>305.94</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1706.40</X>
<Y>1583.07</Y>
<Z>306.01</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1699.62</X>
<Y>1581.10</Y>
<Z>307.48</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1692.89</X>
<Y>1580.40</Y>
<Z>307.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1685.95</X>
<Y>1579.52</Y>
<Z>306.71</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1678.98</X>
<Y>1579.28</Y>
<Z>305.75</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1672.00</X>
<Y>1580.15</Y>
<Z>304.76</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1666.98</X>
<Y>1584.14</Y>
<Z>304.06</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1662.14</X>
<Y>1589.36</Y>
<Z>303.08</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1656.18</X>
<Y>1591.00</Y>
<Z>302.71</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1651.51</X>
<Y>1585.68</Y>
<Z>301.83</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1647.33</X>
<Y>1580.01</Y>
<Z>300.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1641.79</X>
<Y>1579.33</Y>
<Z>300.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1638.23</X>
<Y>1585.93</Y>
<Z>301.00</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1638.69</X>
<Y>1592.38</Y>
<Z>302.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1640.04</X>
<Y>1599.47</Y>
<Z>303.18</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1633.88</X>
<Y>1602.19</Y>
<Z>303.91</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1626.73</X>
<Y>1602.10</Y>
<Z>304.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1620.36</X>
<Y>1602.04</Y>
<Z>305.69</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1613.12</X>
<Y>1601.95</Y>
<Z>306.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1606.33</X>
<Y>1600.12</Y>
<Z>307.23</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1600.10</X>
<Y>1597.38</Y>
<Z>307.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1594.19</X>
<Y>1594.46</Y>
<Z>306.30</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1587.85</X>
<Y>1591.12</Y>
<Z>305.18</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1581.75</X>
<Y>1587.76</Y>
<Z>303.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1576.30</X>
<Y>1583.80</Y>
<Z>303.87</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1572.75</X>
<Y>1578.02</Y>
<Z>304.24</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1570.44</X>
<Y>1571.30</Y>
<Z>304.19</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1568.25</X>
<Y>1565.20</Y>
<Z>303.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1566.15</X>
<Y>1558.28</Y>
<Z>303.50</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1564.69</X>
<Y>1551.46</Y>
<Z>303.25</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1563.59</X>
<Y>1545.20</Y>
<Z>302.95</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1563.65</X>
<Y>1538.09</Y>
<Z>302.61</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1569.09</X>
<Y>1537.40</Y>
<Z>302.85</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1571.80</X>
<Y>1543.50</Y>
<Z>303.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1573.43</X>
<Y>1550.33</Y>
<Z>304.00</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1574.91</X>
<Y>1556.67</Y>
<Z>303.75</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1576.55</X>
<Y>1563.66</Y>
<Z>303.60</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1578.14</X>
<Y>1570.49</Y>
<Z>303.90</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1579.63</X>
<Y>1576.86</Y>
<Z>304.08</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1581.21</X>
<Y>1583.75</Y>
<Z>303.97</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1583.30</X>
<Y>1590.35</Y>
<Z>304.43</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1586.06</X>
<Y>1597.02</Y>
<Z>305.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1588.57</X>
<Y>1603.00</Y>
<Z>306.94</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1590.92</X>
<Y>1609.55</Y>
<Z>308.51</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1592.19</X>
<Y>1616.37</Y>
<Z>309.78</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1592.92</X>
<Y>1623.35</Y>
<Z>310.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1593.42</X>
<Y>1630.31</Y>
<Z>312.20</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1593.91</X>
<Y>1637.33</Y>
<Z>312.99</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1594.87</X>
<Y>1643.89</Y>
<Z>312.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1595.98</X>
<Y>1650.67</Y>
<Z>312.46</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1596.82</X>
<Y>1657.82</Y>
<Z>311.63</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1596.12</X>
<Y>1664.63</Y>
<Z>311.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1592.93</X>
<Y>1670.84</Y>
<Z>312.27</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1588.68</X>
<Y>1675.88</Y>
<Z>312.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1583.52</X>
<Y>1680.66</Y>
<Z>313.38</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1578.16</X>
<Y>1685.34</Y>
<Z>314.61</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1573.76</X>
<Y>1690.61</Y>
<Z>315.93</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1569.61</X>
<Y>1695.88</Y>
<Z>317.84</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1565.56</X>
<Y>1701.51</Y>
<Z>317.88</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1561.56</X>
<Y>1707.42</Y>
<Z>318.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1558.08</X>
<Y>1712.91</Y>
<Z>318.43</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1554.20</X>
<Y>1719.14</Y>
<Z>318.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1550.85</X>
<Y>1724.56</Y>
<Z>318.15</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1547.30</X>
<Y>1730.77</Y>
<Z>317.99</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1549.19</X>
<Y>1735.44</Y>
<Z>317.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1555.41</X>
<Y>1732.19</Y>
<Z>317.10</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1559.29</X>
<Y>1727.05</Y>
<Z>318.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1562.27</X>
<Y>1720.54</Y>
<Z>319.32</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1565.26</X>
<Y>1713.92</Y>
<Z>318.82</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1569.42</X>
<Y>1709.04</Y>
<Z>318.34</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1574.76</X>
<Y>1704.19</Y>
<Z>317.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1580.85</X>
<Y>1700.98</Y>
<Z>316.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1587.34</X>
<Y>1698.23</Y>
<Z>315.93</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1591.76</X>
<Y>1692.86</Y>
<Z>314.41</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1596.15</X>
<Y>1687.30</Y>
<Z>312.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1600.80</X>
<Y>1682.11</Y>
<Z>311.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1605.69</X>
<Y>1677.92</Y>
<Z>310.18</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1611.88</X>
<Y>1674.04</Y>
<Z>309.14</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1618.44</X>
<Y>1671.95</Y>
<Z>308.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1624.76</X>
<Y>1670.53</Y>
<Z>307.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1629.80</X>
<Y>1669.41</Y>
<Z>306.30</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1636.38</X>
<Y>1667.37</Y>
<Z>304.02</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1639.55</X>
<Y>1661.70</Y>
<Z>303.03</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1641.35</X>
<Y>1654.87</Y>
<Z>302.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1642.97</X>
<Y>1648.23</Y>
<Z>302.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1644.17</X>
<Y>1641.70</Y>
<Z>303.40</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1646.44</X>
<Y>1635.31</Y>
<Z>303.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1653.12</X>
<Y>1633.77</Y>
<Z>303.78</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1659.37</X>
<Y>1637.18</Y>
<Z>305.16</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1665.03</X>
<Y>1640.48</Y>
<Z>305.35</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1669.87</X>
<Y>1641.95</Y>
<Z>304.77</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1676.26</X>
<Y>1643.10</Y>
<Z>303.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1683.19</X>
<Y>1641.47</Y>
<Z>303.13</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1689.48</X>
<Y>1639.75</Y>
<Z>303.45</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1696.55</X>
<Y>1639.26</Y>
<Z>304.15</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1703.54</X>
<Y>1638.27</Y>
<Z>304.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1710.51</X>
<Y>1636.88</Y>
<Z>305.80</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1716.95</X>
<Y>1635.59</Y>
<Z>306.62</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1723.87</X>
<Y>1634.17</Y>
<Z>307.49</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1730.26</X>
<Y>1632.49</Y>
<Z>308.19</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1735.05</X>
<Y>1630.65</Y>
<Z>308.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1740.59</X>
<Y>1627.21</Y>
<Z>310.11</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1742.66</X>
<Y>1620.49</Y>
<Z>311.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1744.27</X>
<Y>1614.34</Y>
<Z>312.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1748.43</X>
<Y>1611.67</Y>
<Z>313.93</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1754.25</X>
<Y>1614.76</Y>
<Z>315.58</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1755.24</X>
<Y>1609.10</Y>
<Z>316.12</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1749.98</X>
<Y>1604.22</Y>
<Z>314.75</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1744.41</X>
<Y>1600.25</Y>
<Z>313.56</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1737.82</X>
<Y>1601.38</Y>
<Z>312.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1733.01</X>
<Y>1605.04</Y>
<Z>311.13</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1731.30</X>
<Y>1606.67</Y>
<Z>310.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
</TravelList>
i upload an photo to understand what i want to mean. black line is regular waypoint, red is where bot want to go.
http://imgur.com/a/7vIBB
Last edited by bionuttt on Sun Mar 12, 2017 9:33 am, edited 1 time in total.
-
Onlinenucular
- Site Admin
- Posts: 260
- Joined: Sat Jan 07, 2017 9:08 pm
- Has thanked: 27 times
- Been thanked: 388 times
Re: Death Paths Jimmys Grinder Framework
Death Waypoints have to be of Type "Move" not "Action". You have Death Action Waypoints.
See Thread Owner's screenshot.
"Start" Waypoint must be "Action"
See Thread Owner's screenshot.
"Start" Waypoint must be "Action"
Re: Death Paths Jimmys Grinder Framework
I said below with Move on Death Waypoints he doing same things
Code: Select all
<TravelList Reverse="False">
<Travel>
<Name>Death</Name>
<X>1401.24</X>
<Y>1303.47</Y>
<Z>336.79</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1406.12</X>
<Y>1306.65</Y>
<Z>336.70</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1410.74</X>
<Y>1309.69</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1415.56</X>
<Y>1312.61</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1420.05</X>
<Y>1315.32</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1426.27</X>
<Y>1319.07</Y>
<Z>336.67</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1431.88</X>
<Y>1322.44</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1437.79</X>
<Y>1325.93</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1442.21</X>
<Y>1328.30</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1448.44</X>
<Y>1330.80</Y>
<Z>336.70</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1455.38</X>
<Y>1332.46</Y>
<Z>336.73</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1462.31</X>
<Y>1332.60</Y>
<Z>336.73</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1468.91</X>
<Y>1331.58</Y>
<Z>336.65</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1475.76</X>
<Y>1329.99</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1482.42</X>
<Y>1328.29</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1489.37</X>
<Y>1326.42</Y>
<Z>336.66</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1495.78</X>
<Y>1324.74</Y>
<Z>336.80</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1503.03</X>
<Y>1324.74</Y>
<Z>335.81</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1509.79</X>
<Y>1327.11</Y>
<Z>332.85</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1514.46</X>
<Y>1329.18</Y>
<Z>330.73</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1520.46</X>
<Y>1331.96</Y>
<Z>329.88</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1527.15</X>
<Y>1335.06</Y>
<Z>329.88</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1532.85</X>
<Y>1337.71</Y>
<Z>327.41</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1539.50</X>
<Y>1340.89</Y>
<Z>324.43</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1545.81</X>
<Y>1343.95</Y>
<Z>323.00</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1551.66</X>
<Y>1346.78</Y>
<Z>321.80</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1555.85</X>
<Y>1348.80</Y>
<Z>319.92</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1560.14</X>
<Y>1350.87</Y>
<Z>318.00</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1566.54</X>
<Y>1353.97</Y>
<Z>316.22</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1572.90</X>
<Y>1357.04</Y>
<Z>315.64</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1578.56</X>
<Y>1359.76</Y>
<Z>314.35</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1585.17</X>
<Y>1362.84</Y>
<Z>313.52</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1591.72</X>
<Y>1365.80</Y>
<Z>313.08</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1598.06</X>
<Y>1368.64</Y>
<Z>311.49</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1604.17</X>
<Y>1371.34</Y>
<Z>309.72</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1610.23</X>
<Y>1373.97</Y>
<Z>308.35</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1615.07</X>
<Y>1376.04</Y>
<Z>307.49</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1621.05</X>
<Y>1378.60</Y>
<Z>306.54</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1627.65</X>
<Y>1381.41</Y>
<Z>305.72</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1633.61</X>
<Y>1383.94</Y>
<Z>305.38</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1640.17</X>
<Y>1386.75</Y>
<Z>305.64</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1646.43</X>
<Y>1389.72</Y>
<Z>306.16</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1652.08</X>
<Y>1393.27</Y>
<Z>307.22</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1655.78</X>
<Y>1396.60</Y>
<Z>307.97</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1660.11</X>
<Y>1401.65</Y>
<Z>308.74</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1664.30</X>
<Y>1407.42</Y>
<Z>309.38</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1668.23</X>
<Y>1413.20</Y>
<Z>309.55</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1672.23</X>
<Y>1419.13</Y>
<Z>309.29</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1675.91</X>
<Y>1424.59</Y>
<Z>308.72</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1679.82</X>
<Y>1430.39</Y>
<Z>308.09</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1683.82</X>
<Y>1436.33</Y>
<Z>307.38</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1687.51</X>
<Y>1441.74</Y>
<Z>307.13</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1691.55</X>
<Y>1447.57</Y>
<Z>307.13</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1695.31</X>
<Y>1452.99</Y>
<Z>307.19</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1698.74</X>
<Y>1459.06</Y>
<Z>306.89</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1701.06</X>
<Y>1465.73</Y>
<Z>306.43</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1702.98</X>
<Y>1471.93</Y>
<Z>305.82</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1704.91</X>
<Y>1478.78</Y>
<Z>305.14</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1706.74</X>
<Y>1485.52</Y>
<Z>304.61</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1708.73</X>
<Y>1492.26</Y>
<Z>304.19</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1710.77</X>
<Y>1498.72</Y>
<Z>303.78</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1712.93</X>
<Y>1505.37</Y>
<Z>303.38</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1715.42</X>
<Y>1511.91</Y>
<Z>303.46</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1718.63</X>
<Y>1517.84</Y>
<Z>303.82</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1723.07</X>
<Y>1523.23</Y>
<Z>304.59</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1728.31</X>
<Y>1527.85</Y>
<Z>305.53</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1733.80</X>
<Y>1532.34</Y>
<Z>306.50</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1739.00</X>
<Y>1536.47</Y>
<Z>307.56</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1744.54</X>
<Y>1540.83</Y>
<Z>308.80</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1749.85</X>
<Y>1545.13</Y>
<Z>309.76</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1754.62</X>
<Y>1549.84</Y>
<Z>310.68</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1759.37</X>
<Y>1555.16</Y>
<Z>311.86</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1763.82</X>
<Y>1560.57</Y>
<Z>313.05</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1767.53</X>
<Y>1566.37</Y>
<Z>314.39</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1770.11</X>
<Y>1572.42</Y>
<Z>315.72</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1773.09</X>
<Y>1578.82</Y>
<Z>316.92</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1775.97</X>
<Y>1585.35</Y>
<Z>317.96</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1777.41</X>
<Y>1590.72</Y>
<Z>318.64</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1774.92</X>
<Y>1595.99</Y>
<Z>318.74</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1770.43</X>
<Y>1598.34</Y>
<Z>318.23</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1763.89</X>
<Y>1599.70</Y>
<Z>317.35</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1756.87</X>
<Y>1600.27</Y>
<Z>316.16</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1749.85</X>
<Y>1600.76</Y>
<Z>314.79</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1743.25</X>
<Y>1601.48</Y>
<Z>313.22</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Death</Name>
<X>1736.47</X>
<Y>1603.91</Y>
<Z>311.72</Z>
<Flying>False</Flying>
<Type>Move</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>Start</Name>
<X>1731.30</X>
<Y>1606.67</Y>
<Z>310.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1725.86</X>
<Y>1602.62</Y>
<Z>309.65</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1720.13</X>
<Y>1598.25</Y>
<Z>308.66</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1715.07</X>
<Y>1593.50</Y>
<Z>307.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1710.52</X>
<Y>1588.28</Y>
<Z>305.94</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1706.40</X>
<Y>1583.07</Y>
<Z>306.01</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1699.62</X>
<Y>1581.10</Y>
<Z>307.48</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1692.89</X>
<Y>1580.40</Y>
<Z>307.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1685.95</X>
<Y>1579.52</Y>
<Z>306.71</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1678.98</X>
<Y>1579.28</Y>
<Z>305.75</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1672.00</X>
<Y>1580.15</Y>
<Z>304.76</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1666.98</X>
<Y>1584.14</Y>
<Z>304.06</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1662.14</X>
<Y>1589.36</Y>
<Z>303.08</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1656.18</X>
<Y>1591.00</Y>
<Z>302.71</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1651.51</X>
<Y>1585.68</Y>
<Z>301.83</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1647.33</X>
<Y>1580.01</Y>
<Z>300.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1641.79</X>
<Y>1579.33</Y>
<Z>300.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1638.23</X>
<Y>1585.93</Y>
<Z>301.00</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1638.69</X>
<Y>1592.38</Y>
<Z>302.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1640.04</X>
<Y>1599.47</Y>
<Z>303.18</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1633.88</X>
<Y>1602.19</Y>
<Z>303.91</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1626.73</X>
<Y>1602.10</Y>
<Z>304.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1620.36</X>
<Y>1602.04</Y>
<Z>305.69</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1613.12</X>
<Y>1601.95</Y>
<Z>306.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1606.33</X>
<Y>1600.12</Y>
<Z>307.23</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1600.10</X>
<Y>1597.38</Y>
<Z>307.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1594.19</X>
<Y>1594.46</Y>
<Z>306.30</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1587.85</X>
<Y>1591.12</Y>
<Z>305.18</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1581.75</X>
<Y>1587.76</Y>
<Z>303.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1576.30</X>
<Y>1583.80</Y>
<Z>303.87</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1572.75</X>
<Y>1578.02</Y>
<Z>304.24</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1570.44</X>
<Y>1571.30</Y>
<Z>304.19</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1568.25</X>
<Y>1565.20</Y>
<Z>303.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1566.15</X>
<Y>1558.28</Y>
<Z>303.50</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1564.69</X>
<Y>1551.46</Y>
<Z>303.25</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1563.59</X>
<Y>1545.20</Y>
<Z>302.95</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1563.65</X>
<Y>1538.09</Y>
<Z>302.61</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1569.09</X>
<Y>1537.40</Y>
<Z>302.85</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1571.80</X>
<Y>1543.50</Y>
<Z>303.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1573.43</X>
<Y>1550.33</Y>
<Z>304.00</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1574.91</X>
<Y>1556.67</Y>
<Z>303.75</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1576.55</X>
<Y>1563.66</Y>
<Z>303.60</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1578.14</X>
<Y>1570.49</Y>
<Z>303.90</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1579.63</X>
<Y>1576.86</Y>
<Z>304.08</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1581.21</X>
<Y>1583.75</Y>
<Z>303.97</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1583.30</X>
<Y>1590.35</Y>
<Z>304.43</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1586.06</X>
<Y>1597.02</Y>
<Z>305.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1588.57</X>
<Y>1603.00</Y>
<Z>306.94</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1590.92</X>
<Y>1609.55</Y>
<Z>308.51</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1592.19</X>
<Y>1616.37</Y>
<Z>309.78</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1592.92</X>
<Y>1623.35</Y>
<Z>310.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1593.42</X>
<Y>1630.31</Y>
<Z>312.20</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1593.91</X>
<Y>1637.33</Y>
<Z>312.99</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1594.87</X>
<Y>1643.89</Y>
<Z>312.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1595.98</X>
<Y>1650.67</Y>
<Z>312.46</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1596.82</X>
<Y>1657.82</Y>
<Z>311.63</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1596.12</X>
<Y>1664.63</Y>
<Z>311.72</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1592.93</X>
<Y>1670.84</Y>
<Z>312.27</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1588.68</X>
<Y>1675.88</Y>
<Z>312.79</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1583.52</X>
<Y>1680.66</Y>
<Z>313.38</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1578.16</X>
<Y>1685.34</Y>
<Z>314.61</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1573.76</X>
<Y>1690.61</Y>
<Z>315.93</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1569.61</X>
<Y>1695.88</Y>
<Z>317.84</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1565.56</X>
<Y>1701.51</Y>
<Z>317.88</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1561.56</X>
<Y>1707.42</Y>
<Z>318.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1558.08</X>
<Y>1712.91</Y>
<Z>318.43</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1554.20</X>
<Y>1719.14</Y>
<Z>318.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1550.85</X>
<Y>1724.56</Y>
<Z>318.15</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1547.30</X>
<Y>1730.77</Y>
<Z>317.99</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1549.19</X>
<Y>1735.44</Y>
<Z>317.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1555.41</X>
<Y>1732.19</Y>
<Z>317.10</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1559.29</X>
<Y>1727.05</Y>
<Z>318.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1562.27</X>
<Y>1720.54</Y>
<Z>319.32</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1565.26</X>
<Y>1713.92</Y>
<Z>318.82</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1569.42</X>
<Y>1709.04</Y>
<Z>318.34</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1574.76</X>
<Y>1704.19</Y>
<Z>317.73</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1580.85</X>
<Y>1700.98</Y>
<Z>316.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1587.34</X>
<Y>1698.23</Y>
<Z>315.93</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1591.76</X>
<Y>1692.86</Y>
<Z>314.41</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1596.15</X>
<Y>1687.30</Y>
<Z>312.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1600.80</X>
<Y>1682.11</Y>
<Z>311.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1605.69</X>
<Y>1677.92</Y>
<Z>310.18</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1611.88</X>
<Y>1674.04</Y>
<Z>309.14</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1618.44</X>
<Y>1671.95</Y>
<Z>308.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1624.76</X>
<Y>1670.53</Y>
<Z>307.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1629.80</X>
<Y>1669.41</Y>
<Z>306.30</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1636.38</X>
<Y>1667.37</Y>
<Z>304.02</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1639.55</X>
<Y>1661.70</Y>
<Z>303.03</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1641.35</X>
<Y>1654.87</Y>
<Z>302.57</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1642.97</X>
<Y>1648.23</Y>
<Z>302.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1644.17</X>
<Y>1641.70</Y>
<Z>303.40</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1646.44</X>
<Y>1635.31</Y>
<Z>303.67</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1653.12</X>
<Y>1633.77</Y>
<Z>303.78</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1659.37</X>
<Y>1637.18</Y>
<Z>305.16</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1665.03</X>
<Y>1640.48</Y>
<Z>305.35</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1669.87</X>
<Y>1641.95</Y>
<Z>304.77</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1676.26</X>
<Y>1643.10</Y>
<Z>303.17</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1683.19</X>
<Y>1641.47</Y>
<Z>303.13</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1689.48</X>
<Y>1639.75</Y>
<Z>303.45</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1696.55</X>
<Y>1639.26</Y>
<Z>304.15</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1703.54</X>
<Y>1638.27</Y>
<Z>304.98</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1710.51</X>
<Y>1636.88</Y>
<Z>305.80</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1716.95</X>
<Y>1635.59</Y>
<Z>306.62</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1723.87</X>
<Y>1634.17</Y>
<Z>307.49</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1730.26</X>
<Y>1632.49</Y>
<Z>308.19</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1735.05</X>
<Y>1630.65</Y>
<Z>308.74</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1740.59</X>
<Y>1627.21</Y>
<Z>310.11</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1742.66</X>
<Y>1620.49</Y>
<Z>311.22</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1744.27</X>
<Y>1614.34</Y>
<Z>312.29</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1748.43</X>
<Y>1611.67</Y>
<Z>313.93</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1754.25</X>
<Y>1614.76</Y>
<Z>315.58</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1755.24</X>
<Y>1609.10</Y>
<Z>316.12</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1749.98</X>
<Y>1604.22</Y>
<Z>314.75</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1744.41</X>
<Y>1600.25</Y>
<Z>313.56</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1737.82</X>
<Y>1601.38</Y>
<Z>312.09</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1733.01</X>
<Y>1605.04</Y>
<Z>311.13</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
<Travel>
<Name>No name</Name>
<X>1731.30</X>
<Y>1606.67</Y>
<Z>310.70</Z>
<Flying>False</Flying>
<Type>Action</Type>
<Param>
</Param>
</Travel>
</TravelList>
-
Onlinenucular
- Site Admin
- Posts: 260
- Joined: Sat Jan 07, 2017 9:08 pm
- Has thanked: 27 times
- Been thanked: 388 times
Re: Death Paths Jimmys Grinder Framework
Well maybe another point.
You have to start your bot at the "Start" Location not on the death waypoint.
Atfer your char has died he will just move correctly the death waypoint.
Edit: Ok i saw your painting xD.
Like i said.
You have to start the bot at the "Start Location".
Just add a few mobs while the bot is active, he will die and then you see he will run correctly.
You have to start your bot at the "Start" Location not on the death waypoint.
Atfer your char has died he will just move correctly the death waypoint.
Edit: Ok i saw your painting xD.
Like i said.
You have to start the bot at the "Start Location".
Just add a few mobs while the bot is active, he will die and then you see he will run correctly.
Who is online
Users browsing this forum: No registered users and 1 guest