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money.lua
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money.lua
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--[[
TODO fix looter to pick stuff up only while capslock is down
if key is released corpse should be reinspected if pressed again
maybe use toggle nistead?
TODO EVAL INTENSITY AND TAKE RELATIVELY GOOD ITEMS (relics) FOR IMUBING
with relatively high weight
http://www.uoguide.com/Imbuing_Property_Weights
do this during looting
have an argument to tell what intensity is good so you can set it to pick up lamer items too
TODO if stamina < some limit (for example where swing speed become >1s) cast divine fury
for example when stam is <30
TODO if no weapon/shield in hand (probably disarmed or casted a spell) try rearm
TODO notify if an armor slot is unequipped
TODO notify when reflect, reactive, protect, vamp form not casted
TODO doom bone cutter try to be nonintrusive with targeting.
how to stay alive. bones damage. df damage. blood oath.
TODO notify when prot.reactive.magic refl. vamp not on
TODO notify when cursed in doom, they drop you like 30 in each stat
disarm or somehow stop attacking (togglewarpeace twice?) when blood oathed by df in doom
TODO notify when using wrong slayer against certain mobs (mostly doom)
TODO scream more often when gear is relly low on dur
TODO auto accept party? from whitelist only?
TODO remember when you die and spam current coords and target coords.
when does it stop? when corpse expires
TODO provo script
todo coins for joke script
find where the accept button is
how to check if its gold and >= 100
http://www.easyuo.com/forum/viewtopic.php?f=3&t=5342&start=0
TODO code that switches slayer weps based on target ;/ what if opposing slayer mob is hereee
drag gold to safe if safe not full. get safes IDS on start of script, beacuse they
probably nott changing. drag gold on safe every few mins?
drag and click? uo.contname = drag gump while holding something
]]
dofile('macros.lua')
dofile('types.lua')
dofile('FluentUO.lua')
FluentUO.Options("FindVisible", true)
FluentUO.Options("FindParents", true)
FluentUO.Options("ActionDelay", 700) --when using and moving stuff
local lootFrom = {
types.containers.corpse,
types.containers.bones,
types.containers.bones2,
types.containers.ratman,
}
local lootThis = {
types.items.gold,
types.items.daemonbone,
--types.items.arrows,
--types.items.bolts,
types.items.aids,
--types.items.pots.refresh,
--types.items.pots.agility,
--types.items.pots.strength,
--types.items.pots.heal,
--types.items.pots.empty,
types.items.scrolls.bronzeskill,
types.items.quest.pinkfeather ,
types.items.farming.cottonbale ,
types.items.farming.flaxbundle,
types.items.farming.flaxbundle2,
types.items.quest.zoogi,
}
for k,v in pairs(types.items.gems) do
--table.insert(lootThis, v)
end
for k,v in pairs(types.items.reagents) do
--table.insert(lootThis, v)
end
for k,v in pairs(types.items.rawfood) do
--table.insert(lootThis, v)
end
for k,v in pairs(types.items.clothes) do
--table.insert(lootThis, v)
end
local ignoreCorpses = {}
local ignoredItems = {}
local itemIdIgnoredTypes = {
8007, 8033, 8021, 3978, 3983, 3982, 3960, 3965, 8010, 8810, 8034, 8023, 8006, 8015, 8017, 4039, 8012, 8025, 8030, 8809, 8013, 3973, 8026, 8031, 8022, 8009, 8018, 3972
} --things that can't be unravelled, like reagents
local shouldloot = false
local goldonly = true
local lastmoveinfo = {
lastx = UO.CharPosX,
lasty = UO.CharPosY,
lastz = UO.CharPosZ,
lastmoveticks = getticks(),
ticksneeded = 1000, --time without moving needed before looting
}
local hasBandSelf = true -- shard support [bandself ?. will use targeting if not
local dur_state = {
lasttime = getticks(),
regularticksneeded = 30000,
alertticksneeded = 3000,
mindur = 20, --alert when less than or eq to this dur
}
--put the char stats without pots
local CHARMAXDEX = 164 --for agil pots
local CHARMAXSTR = 180 -- for str pots
local dagger = Backpack().WithType(types.items.weapons.dagger).Items
local journalIgnorePrefix = 'info: '
local function uoprint(msg)
UO.SysMessage(journalIgnorePrefix .. tostring(msg))
wait(500)
end
local function uoexmsg(id, msg)
local newmsg = journalIgnorePrefix .. tostring(msg)
--print(newmsg, msg)
UO.ExMsg(id, newmsg)
end
local function uomsg(msg)
UO.Msg(msg)
wait(500)
end
local function print_table(t)
for k,v in pairs(t) do
print('key: ' .. k)
if type(v) == 'table' then
print('start of value table')
print_table(v)
print('end of value table')
else
print('value: ' .. tostring(v))
end
end
end
local function unpackTable(t)
local list = {}
for k,v in pairs(t) do
table.insert(list, v)
end
return unpack(list)
end
local function cleanAssert(...)
local pcode, acode, msg = pcall(assert, unpack(arg))
if not pcode then
error(acode, 0)
else
return acode, msg
end
end
local function waitForTarg(timeout) --in millisec
local maxtime = getticks() + timeout
while not UO.TargCurs do
if getticks() > maxtime then --timed out
return false
end
end
return true
end
local function target(id, timeout)
local oldcursor = UO.TargCurs
local oldltargetkind = UO.LTargetKind
local oldltargetid = UO.LTargetID
--UO.TargCurs = false
cleanAssert(waitForTarg(timeout), 'cursor timed out')
UO.LTargetKind = 1
UO.LTargetID = id
Macros.LastTarget()
UO.TargCurs = oldcursor
UO.LTargetKind = oldltargetkind
UO.LTargetID = oldltargetid
end
local function moved()
--print(lastmoveinfo.lastx, lastmoveinfo.lasty, lastmoveinfo.lastz)
if lastmoveinfo.lastx ~= UO.CharPosX
or lastmoveinfo.lasty ~= UO.CharPosY
or lastmoveinfo.lastz ~= UO.CharPosZ
then
lastmoveinfo = {
lastx = UO.CharPosX,
lasty = UO.CharPosY,
lastz = UO.CharPosZ,
lastmoveticks = getticks(),
ticksneeded = lastmoveinfo.ticksneeded
}
return true
end
if lastmoveinfo.lastmoveticks + lastmoveinfo.ticksneeded >= getticks() then
--we have moved too soon so return true, meaning we have moved
return true
end
return false
end
local function evalItem(item)
--[[
earrings 348
plate 629
items with 4 high properties or above are relics
another way is to use item id to eval. slowest but future proof and doesn't need
item lists and properties lists updated
view source of http://www.knuckleheads.dk/imbuecalc.php?itemtype=armor
https://github.com/luaforge/json/blob/master/json4lua/json/json.lua
itemprops.lua generated by genluaprops.py
also cleaneditems.txt
nonarti items:
weapons say so in their props 1h 2h for melee and range for ranged
jewels dont have durability. int bonus, fcr
shields have spell channeling and hci, dci and faster casting
subtract like 15 resist from all armor pieces
artifacts say so in their props
http://uo2.stratics.com/items/magic-effects-table
]]
local proptbl = FluentUO.GetProperty(item)
end
local function takeItems(items)
--return success==true if we manage to complete the whole loop without moving or turning off looting
for i=1, #items do
--uoprint("STARTING TO LOOT")
--wait(1500) -- le euo fastlooter detection for ipy lol
--[[
uoprint('x= ' .. items[i].X)
uoprint('Y= ' .. items[i].Y)
uoprint('distx =' .. (UO.CharPosX - items[i].X))
uoprint('disty =' .. (UO.CharPosY - items[i].Y))
uoprint('fluentuo dist = ' .. items[i].Dist)
uoprint('kind = ' .. items[i].Kind)
uoprint('contid = ' .. items[i].ContID)
--uoprint('rootaprent = ' .. items[i].RootParent)
]]
if moved() then
uoprint('omg moved while looting. risked a crash.')
return false
end
if items[i].Kind == 1
and items[i].Dist > 2 then
uoexmsg(items[i].ID, "Loot me!")
elseif items[i].Kind == 0
and items[i].Parent.Dist > 2 then
uoexmsg(items[i].Parent.ID, "Loot me!")
elseif items[i].Kind == 1 -- on ground
and items[i].Dist <= 2 then --THE WORLD IS MINE
items[i].Drag()
UO.DropC(UO.BackpackID)
uoprint("looted some shit")
elseif items[i].Kind == 0
and items[i].Parent.Dist <= 2 then
items[i].Drag()
UO.DropC(UO.BackpackID)
uoprint("looted some shit")
end
end
return true
end
local function takeItem(item)
if moved() then
uoprint('omg moved while looting. risked a crash.')
return false
end
if item.Kind == 1
and item.Dist > 2 then
uoexmsg(item.ID, "Loot me!")
return false
elseif item.Kind == 0
and item.Parent.Dist > 2 then
uoexmsg(item.Parent.ID, "Loot me!")
return false
elseif item.Kind == 1 -- on ground
and item.Dist <= 2 then --THE WORLD IS MINE
item.Drag()
UO.DropC(UO.BackpackID)
uoprint("looted some shit")
elseif item.Kind == 0
and item.Parent.Dist <= 2 then
item.Drag()
UO.DropC(UO.BackpackID)
uoprint("looted some shit")
end
return true
end
local function loot()
--[[ we can crash when
we move
item disappears (someone else grabs it)
second drag?/drop before first is finished (second drag before first drop i think)
invisible item
corpse decays
out of range
too fast looting. servers have delays between loots/drags/drops
a cool idea is to loot only when mouse in game screen? or some other pos
or check if char moved last 3 sec
or a toggle looting hotkey on/off
]]
if getkey("CAPS") then
shouldloot = not shouldloot
if shouldloot then
uoprint("Looting ON")
else
uoprint("Looting OFF")
end
end
if not shouldloot then
return
end
if moved() then
--uoprint("STOP so i can loot")
return
end
local corpses = Ground().InRange(2).WithType(unpack(lootFrom)).Items
--print(#corpses)
--check if we already looted this corpse
for i=1, #corpses do
local legit = true
for j, ignored in ipairs(ignoreCorpses) do
if corpses[i].ID == ignored then
legit = false
end
end
if legit then
if moved() then
uoprint('omg moved while looting. risked a crash')
return
end
print('currently looting ' .. corpses[i].ID)
corpses[i].Use()
local oldcontainer = UO.ContID
local start = getticks()
while oldcontainer == UO.ContID
and start + 2000 > getticks()
do
--print(getticks())
wait(100)
end
-- might want to check for timeout later. couldn't open corpse?
--cut corpse
--[[
local cutwith = Backpack().WithType(types.items.weapons.dagger).Items
if #cutwith == 0 then
cutwith = Backpack().WithType(types.items.weapons.scimitar).Items
end
if #cutwith == 0 then
cutwith = Backpack().WithType(types.items.weapons.katana).Items
end
if #cutwith > 0 then
cutwith[1].Use()
local success, msg = pcall(target, corpses[i].ID, 1000)
wait(500) -- hope that we'll see the meat in the scan following
end
]]
local currentContainer = UO.ContID
if currentContainer ~= UO.BackpackID then
local items = World().InContainer(currentContainer).WithType(unpack(lootThis)).Items
local success = takeItems(items)
if success and currentContainer == UO.ContID then
--we finished looting successfully, because the container we started looting from is still on top
table.insert(ignoreCorpses, currentContainer)
--UO.HideItem(currentContainer)
--print("number of corpses" .. table.getn(ignoreCorpses))
end
end
uoprint('done looting')
end
end
--loot ground, but it's better to use razor scavanger probably
--[[
local items = Ground().InRange(3).WithType(unpack(lootThis)).Items
takeItems(items)
]]
end
local function itemid(item)
Macros.UseSkillItemIdentification()
wait(300)
local success, msg = pcall(target, item.ID, 1000)
while not success do
Macros.UseSkillItemIdentification()
wait(300)
success, msg = pcall(target, item.ID, 1000)
end
end
local function itemIgnored(item)
for i=1, #ignoredItems do
if item.ID == ignoredItems[i] then
return true
end
end
for i=1, #itemIdIgnoredTypes do
if item.Type == itemIdIgnoredTypes[i] then
return true
end
end
return false
end
local function shouldLoot(item)
for i=1, #lootThis do
if item.Type == lootThis[i] then
return true
end
end
return false
end
local function id_from_corpse(shouldId, itemEvaluated, goldonly)
--[[ we can crash when
we move
item disappears (someone else grabs it)
second drag?/drop before first is finished (second drag before first drop i think)
invisible item
corpse decays
out of range
too fast looting. servers have delays between loots/drags/drops
a cool idea is to loot only when mouse in game screen? or some other pos
or check if char moved last 3 sec
or a toggle looting hotkey on/off
try to id 1 item from a corpse that's not ignored.
id only if we should. we should when no previous id is pending.
this happens when we just started script or looted an item
looting is done by a separate function
]]
if getkey("CAPS") then
shouldloot = not shouldloot
if shouldloot then
uoprint("Looting ON")
else
uoprint("Looting OFF")
shouldId = true
itemEvaluated = nil
end
end
if not shouldloot then
return shouldId, itemEvaluated
end
if not shouldId then
return shouldId, itemEvaluated
end
if itemEvaluated ~= nil then
return shouldId, itemEvaluated --shouldn't really need this
end
if moved() then
--uoprint("STOP so i can loot")
return shouldId, itemEvaluated
end
local corpses = Ground().InRange(2).WithType(unpack(lootFrom)).Items
--print(#corpses)
--check if we already looted this corpse
for i=1, #corpses do
local legit = true
for j, ignored in ipairs(ignoreCorpses) do
if corpses[i].ID == ignored then
legit = false
end
end
if legit then
if moved() then
uoprint('omg moved while looting. risked a crash')
return shouldId, itemEvaluated
end
print('currently looting ' .. corpses[i].ID)
corpses[i].Use()
local oldcontainer = UO.ContID
local start = getticks()
while oldcontainer == UO.ContID
and start + 2000 > getticks()
do
--print(getticks())
wait(100)
end
-- might want to check for timeout later. couldn't open corpse?
--cut corpse
--[[
local cutwith = Backpack().WithType(types.items.weapons.dagger).Items
if #cutwith == 0 then
cutwith = Backpack().WithType(types.items.weapons.scimitar).Items
end
if #cutwith == 0 then
cutwith = Backpack().WithType(types.items.weapons.katana).Items
end
if #cutwith > 0 then
cutwith[1].Use()
local success, msg = pcall(target, corpses[i].ID, 1000)
wait(500) -- hope that we'll see the meat in the scan following
end
]]
local currentContainer = UO.ContID
if currentContainer ~= UO.BackpackID then
local items = World().InContainer(currentContainer).Items
for j=1, #items do --for each item in corpse
if shouldLoot(items[j]) then
takeItem(items[j])
return shouldId, itemEvaluated
end
if not itemIgnored(items[j]) and not goldonly then
itemid(items[j])
shouldId = false
itemEvaluated = items[j]
return shouldId, itemEvaluated
end
end
--ignore corpse and clear item ignore list
table.insert(ignoreCorpses, currentContainer)
ignoredItems = {}
end
uoprint('done id or loot 1 item')
return shouldId, itemEvaluated --just one corpse
end
end
--loot ground, but it's better to use razor scavanger probably
--[[
local items = Ground().InRange(3).WithType(unpack(lootThis)).Items
takeItems(items)
]]
return shouldId
end
local function ignoreItem(item)
table.insert(ignoredItems, item.ID)
end
local function loot_one_item(shouldId, lastjnl, itemEvaluated)
--print(lastjnl)
--[[
another function used itemid on an item. the journal now contains the result
but maybe we failed to target something. how to handle that?
What do you wish to appraise and identify?
melba: You conclude that item cannot be magically unraveled.
melba: You conclude that item cannot be magically unraveled. It appears to possess little to no magic.
melba: Your Imbuing skill is not high enough to identify the imbuing ingredient.
melba: You conclude that item will magically unravel into: Enchanted Essence
melba: You conclude that item will magically unravel into: Magical Residue
]]
local results = {
UO.CharName .. ": You conclude that item cannot be magically unraveled.",
UO.CharName .. ": You conclude that item cannot be magically unraveled. It appears to possess little to no magic.",
UO.CharName .. ": Your Imbuing skill is not high enough to identify the imbuing ingredient.",
UO.CharName .. ": You conclude that item will magically unravel into: Enchanted Essence",
UO.CharName .. ": You conclude that item will magically unravel into: Magical Residue",
}
if shouldId == true then
return shouldId --no pending itemid we care about, nothing changed
end
for i,val in ipairs(results) do
if lastjnl == val then
shouldId = true
if lastjnl:find("not high enough") or lastjnl:find("Relic")
--or lastjnl:find("Residue") or lastjnl:find("Essence")
then
local successs = takeItem(itemEvaluated)
else
ignoreItem(itemEvaluated)
end
if lastjnl:find("cannot be magically") and lastjnl:find("little to no") then
elseif lastjnl:find("cannot be magically") then
table.insert(itemIdIgnoredTypes, itemEvaluated.Type)
local s = ''
for i=1, #itemIdIgnoredTypes do
s = s .. ', ' .. tostring(itemIdIgnoredTypes[i])
end
print(s)
end
itemEvaluated = nil
end
end
return shouldId, itemEvaluated
end
local function getrgb(color)
local b = math.floor(color % 256)
local g = math.floor(color / 256 % 256)
local r = math.floor(color / 256 / 256 % 256)
return r,g,b
end
local function drinkNightsight()
if not string.find(UO.CharStatus, "G") then --continue only when in warmode
return
end
local coords = {
{206, 43},
{95, 110},
{777, 117},
{582, 117},
}
local black = 0
for i, coord in pairs(coords) do
local x, y = unpack(coord)
local color = UO.GetPix(x,y)
--print(getrgb(color))
local r,g,b = getrgb(color)
for i,v in ipairs{r,g,b} do
if v < 30 then --if black
black = black + 1
end
end
end
if black >= 6 then
local nspots = Backpack().WithType(types.items.pots.nightsight).Items
if #nspots > 0 then
nspots[1].Use()
else
uoprint("restock nightsight potions")
end
end
end
local function poisoned()
local result = not not string.find(UO.CharStatus, "C")
--print(result)
return result
end
local function hidden()
local result = not not string.find(UO.CharStatus, "H")
return result
end
local function drinkCure()
--cure message 'You feel cured of poison!'
local curepots = Backpack().WithType(types.items.pots.cure).Items
if #curepots < 3 then
uoprint("Restock cure pots")
elseif poisoned() and #curepots > 0 then
curepots[1].Use()
end
end
local function drinkRefresh()
local refreshpots = Backpack().WithType(types.items.pots.refresh).Items
if UO.Stamina < UO.MaxStam - 20 and #refreshpots > 0 then
refreshpots[1].Use()
elseif #refreshpots < 3 then
uoprint("Restock refresh pots")
end
end
local function drinkAgility()
if string.find(UO.CharStatus, "G")
and UO.Dex<= CHARMAXDEX then --warmode
local agilpots = Backpack().WithType(types.items.pots.agility).Items
if #agilpots > 0 then
agilpots[1].Use()
end
end
end
local function drinkStrength()
if string.find(UO.CharStatus, "G")
and UO.Str <= CHARMAXSTR then
local strpots = Backpack().WithType(types.items.pots.strength).Items
if #strpots > 0 then
strpots[1].Use()
end
end
end
local function drinkHeal()
local HEAL_AMOUNT = 32
if UO.Hits <= UO.MaxHits - HEAL_AMOUNT then
local healpots = Backpack().WithType(types.items.pots.heal).Items
if #healpots < 1 then
uoprint("restock heal pots")
return
end
healpots[1].Use()
end
end
local function bandageSelf()
local oldcursor = UO.TargCurs
local oldltargetkind = UO.LTargetKind
local oldltargetid = UO.LTargetID
local aids = Backpack().WithType(types.items.aids).Items
cleanAssert(#aids > 0, "no aids")
aids[1].Use()
cleanAssert(waitForTarg(1000), 'cursor timeout')
UO.LTargetKind = 1
UO.LTargetID = UO.CharID
Macros.LastTarget()
UO.TargCurs = oldcursor
UO.LTargetKind = oldltargetkind
UO.LTargetID = oldltargetid
end
local function applyAids(heal, lastjnl)
--this function supports [bandageself and targeting if required. cofigured via hasBandageSelf
local beginheal = {
'You begin applying the bandages.',
}
local endheal = {
'You have failed to cure your target!',
'You were unable to finish your work before you died.',
'You did not stay close enough to heal your target.',
'You are able to resurrect your patient.',
'Target can not be resurrected at that location.',
'The veil of death in this area is too strong and resists thy efforts to restore life.',
'You are unable to resurrect your patient.',
'You finish applying the bandages.',
'You have cured the target of all poisons.',
'You have been cured of all poisons.',
'Thou can not be resurrected there!',
'You bind the wound and stop the bleeding.',
'The bleeding wounds have healed, you are no longer bleeding!',
'You heal what little damage your patient had.',
'You apply the bandages, but they barely help.',
'You are able to resurrect the creature.',
'You fail to resurrect the creature.',
}
--print(heal.state, heal.time, lastjnl)
--print()
--print()
local nNorm, nReal, nCap, nLock = UO.GetSkill("Heal")
if nReal < 200 then
return --no healing, dont do anything
end
for i,msg in ipairs(beginheal) do
if lastjnl == msg then
heal.state = 'healing'
heal.time = getticks()
return
end
end
for i,msg in ipairs(endheal) do
if lastjnl == msg then
heal.state = 'idle'
--print(getticks() - heal.time) --print how long it takes to heal
return
end
end
if heal.state == 'healing'
and UO.Hits == UO.MaxHits
and not poisoned() then
heal.state = 'idle'
return
end
local maxHealTime = 20 --seconds
if heal.state == 'healing'
and ((getticks() - heal.time) / 1000) > maxHealTime then
heal.state = 'idle'
return
end
if heal.state == 'idle'
and not hidden()
and (UO.Hits < UO.MaxHits - 10
or poisoned()) then
if hasBandSelf == true then
Macros.Say("[bandageself")
else --use trageting
local success, msg = pcall(bandageSelf)
if not success then
uoprint(msg)
return
end
end
heal.state = 'healing'
heal.time = getticks()
return
end
return
end
local function applyPoison(lastjnl)
if lastjnl == 'Select the poison you wish to use.' then
local pots = Backpack().WithType(types.items.pots.poison).Items
if #pots < 1 then
uoprint("restock poison pots")
return
end
local success, msg = pcall(target, pots[1].ID, 1000)
if not success then
uoprint(msg)
return
end
local weps = Backpack().WithType(types.items.weapons.dagger).Items
if #weps < 1 then
weps = Equipment().WithType(types.items.weapons.cutlass).Items
end
if #weps < 1 then
weps = Backpack().WithType(types.items.weapons.scimitar).Items
end
if #weps < 1 then
uoprint("no weapon found")
return
end
local success, msg = pcall(target, weps[1].ID, 1000)
if not success then
uoprint(msg)
return
end
end
end
local function openDoors()
local doors = Ground().WithType(unpackTable(types.doors)).Items
for i=1, #doors do
if doors[i].Dist < 3 then
Macros.OpenDoor()
end
end
end
local function spiritSpeak()
if UO.Hits <= UO.MaxHits * 0.5 then
Macros.UseSkillSpiritSpeak()
end
end
local function cleansingWinds()
if UO.Hits <= 50 then
Macros.CastSpellGreaterHeal()
else
Macros.CastSpellNetherCyclone()
end
-- local success, msg = pcall(cleanAssert,waitForTarg(1000))
--print('start')
local swordsid = World().InRange(10).WithName({'A Swordsman'}).Items[1].ID
--print('stop')
local success, msg = pcall(target, swordsid, 3000)
if not success then
print(msg)
end
wait(2000)
end
local function autoattackgrays()
local grays = World().InRange(2).Items
--[[
1 Innocent (Blue)
2 Friend (Green)
3 Grey (Grey - Animal)
4 Criminal (Grey)
5 Enemy (Orange)
6 Murderer (Red)
7 Invulnerable (Yellow)
]]
uoprint(#grays)
for i=1, #grays do
uoprint(grays[i].Rep)
if ((grays[i].Rep == 4 or grays[i].Rep == 3)) then
UO.LTargetKind = 1
UO.LTargetID = grays[i].ID
--Macros.AttackLast()
Macros.AttackLast()
end
if (UO.EnemyID ~= 0) then
--UO.Pathfind(grays[i].X, grays[i].Y, grays[i].Z)
--UO.Move(grays[i].X, grays[i].Y, 2, 5)
end
end
end