Code:
if (objectID == 4419 && objectY == 3074 && objectX == 2417) { //stairs
if (absX == 2417 && absY == 3077) {
teleportToX = 2416;
teleportToY = 3074;
}
else if (absX == 2416 && absY == 3074 || absX == 2416 && absY == 3075) {//stairs
teleportToX = 2417;
teleportToY = 3077;
heightLevel = 0;
}
}
if (objectID == 4417 && objectY == 3078 && objectX == 2419) { ////stairs
if (absX == 2419 && absY == 3077) { //lower level
teleportToX = 2420;
teleportToY = 3080;
heightLevel = 1;
}
}
if (objectID == 4417 && objectX == 2428 && objectY == 3081) { //stairs
if (absX == 2427 && absY == 3081) { //lower level
teleportToX = 2430;
teleportToY = 3080;
heightLevel = 2;
}
}
if (objectID == 4417 && objectX == 2425 && objectY == 3074) { //stairs
if (absX == 2425 && absY == 3077) { //lower level
teleportToX = 2426;
teleportToY = 3074;
heightLevel = 3;
}
}
if (objectID == 4415 && objectX == 2419 && objectY == 3080) { ////stairs
if (absX == 2420 && absY == 3080) {
teleportToX = 2419;
teleportToY = 3077;
heightLevel = 0;
}
}
if (objectID == 4415 && objectX == 2430 && objectY == 3081) {//stairs
if (absX == 2430 && absY == 3080) {
teleportToX = 2427;
teleportToY = 3081;
heightLevel = 1;
}
}
if (objectID == 4415 && objectX == 2425 && objectY == 3074) {//stairs
if (absX == 2426 && absY == 3074) {
teleportToX = 2425;
teleportToY = 3077;
heightLevel = 2;
}
}
if (objectID == 4471 && objectX == 2429 && objectY == 3074) {//trapdoor going to heal room
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true ||
(GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
teleportToX = 2429;
teleportToY = 3075;
heightLevel = 1;
}
}
if (objectID == 4469 && objectX == 2422 && objectY == 3076) { //heal room door
if (absX == 2422 && absY == 3076) {
teleportToX = 2423;
teleportToY = 3076;
heightLevel = 1;
}
}
if (objectID == 4469 && objectX == 2422 && objectY == 3076) {//heal room door
if (absX == 2423 && absY == 3076) {
teleportToX = 2422;
teleportToY = 3076;
heightLevel = 1;
}
}
if (objectID == 4469 && objectX == 2426 && objectY == 3081) {//heal room door
if (absX == 2426 && absY == 3081) {
teleportToX = 2426;
teleportToY = 3080;
heightLevel = 1;
}
}
if (objectID == 4469 && objectX == 2426 && objectY == 3081) {//heal room door
if (absX == 2426 && absY == 3080) {
teleportToX = 2426;
teleportToY = 3081;
heightLevel = 1;
}
}
if (objectID == 6280 && objectX == 2429 && objectY == 3074) {//heal room ladder
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2429;
teleportToY = 3075;
heightLevel = 2;
}
}
if (objectID == 4911 && objectX == 2421 && objectY == 3073) { //ldder outside heal room
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2421;
teleportToY = 3074;
heightLevel = 0;
}
}
if (objectID == 4912 && objectX == 2430 && objectY == 3082) { //ldder going underground
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2430;
teleportToY = 9483;
heightLevel = 0;
}
}
if (objectID == 1757 && objectX == 2430 && objectY == 9482) { //ldder underground going up
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2430;
teleportToY = 9483;
heightLevel = 0;
}
}
if (objectID == 4406 && objectX == 2430 && objectY == 3072) {//portal to forfit
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true ||
(GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
leaveSaraTeamCw();
}
}
if (objectID == 4420 && objectY == 3131 && objectX == 2382) { //stairs
if (absX == 2382 && absY == 3130) {
teleportToX = 2383;
teleportToY = 3133;
heightLevel = 0;
}
else if (absX == 2383 && absY == 3313) {
teleportToX = 2382;
teleportToY = 3130;
heightLevel = 0;
}
}
if (objectID == 4418 && objectY == 3127 && objectX == 2380) { ////stairs
if (absX == 2380 && absY == 3130) { //lower level
teleportToX = 2379;
teleportToY = 3127;
heightLevel = 1;
}
}
if (objectID == 4415 && objectX == 2380 && objectY == 3127) { //stairs
if (absX == 2379 && absY == 3127) { //lower level
teleportToX = 2380;
teleportToY = 3130;
heightLevel = 0;
}
}
if (objectID == 4418 && objectX == 2369 && objectY == 3126) { //stairs
if (absX == 2372 && absY == 3126) { //lower level
teleportToX = 2369;
teleportToY = 3127;
heightLevel = 2;
}
}
if (objectID == 4415 && objectX == 2369 && objectY == 3126) { ////stairs
if (absX == 2369 && absY == 3127) {
teleportToX = 2372;
teleportToY = 3126;
heightLevel = 1;
}
}
if (objectID == 4418 && objectX == 2374 && objectY == 3131) {//stairs
if (absX == 2374 && absY == 3130) {
teleportToX = 2373;
teleportToY = 3133;
heightLevel = 3;
}
}
if (objectID == 4415 && objectX == 2374 && objectY == 3133) {//stairs
if (absX == 2373 && absY == 3133) {
teleportToX = 2374;
teleportToY = 3130;
heightLevel = 2;
}
}
if (objectID == 4472 && objectX == 2370 && objectY == 3133) {//trapdoor going to heal room
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true ||
(GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
teleportToX = 2370;
teleportToY = 3134;
heightLevel = 1;
}
}
if (objectID == 4470 && objectX == 2373 && objectY == 3126) { //heal room door
if (absX == 2373 && absY == 3126) {
teleportToX = 2373;
teleportToY = 3127;
heightLevel = 1;
}
}
if (objectID == 4470 && objectX == 2377 && objectY == 3131) {//heal room door
if (absX == 2376 && absY == 3131) {
teleportToX = 2377;
teleportToY = 3131;
heightLevel = 1;
}
}
if (objectID == 4470 && objectX == 2373 && objectY == 3126) {//heal room door
if (absX == 2373 && absY == 3127) {
teleportToX = 2373;
teleportToY = 3126;
heightLevel = 1;
}
}
if (objectID == 4470 && objectX == 2377 && objectY == 3131) {//heal room door
if (absX == 2377 && absY == 3131) {
teleportToX = 2376;
teleportToY = 3131;
heightLevel = 1;
}
}
if (objectID == 6281 && objectX == 2370 && objectY == 3133) {//heal room ladder
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2370;
teleportToY = 3132;
heightLevel = 2;
}
}
if (objectID == 4911 && objectX == 2378 && objectY == 3134) { //ldder outside heal room
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2378;
teleportToY = 3133;
heightLevel = 0;
}
}
if (objectID == 4912 && objectX == 2369 && objectY == 3125) { //ldder going underground
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2369;
teleportToY = 9525;
heightLevel = 0;
}
}
if (objectID == 1757 && objectX == 2369 && objectY == 9525) { //ldder underground going up
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2369;
teleportToY = 3126;
heightLevel = 0;
}
}
if (objectID == 1757 && objectX == 2430 && objectY == 9482) { //ldder underground going up
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2430;
teleportToY = 3081;
heightLevel = 0;
}
}
if (objectID == 1757 && objectX == 2400 && objectY == 9508) { //north underground ladder up
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2400;
teleportToY = 3107;
heightLevel = 0;
}
}
if (objectID == 1757 && objectX == 2399 && objectY == 9499) { //south underground ladder up
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 2399;
teleportToY = 3100;
heightLevel = 0;
}
}
if (objectID == 4912 && objectX == 2430 && objectY == 3082) { //south underground ladder up
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
teleportToX = 9481;
teleportToY = 2430;
heightLevel = 0;
}
}
if (objectID == 4407 && objectX == 2368 && objectY == 3134) {//portal to forfit
if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
(GoodDistance(objectX, objectY, absX, absY, 2) == true ||
(GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
leaveZammyTeamCw();
}
}
ill post back with tables, and doors later.