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FFX_MRR.py
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726 lines (702 loc) · 26.9 KB
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import time
import FFX_Xbox
import FFX_Screen
import FFX_Battle
import FFX_menu
import FFX_Logs
import FFX_memory
FFXC = FFX_Xbox.FFXC
def arrival():
FFX_memory.clickToControl()
wakkaLateMenu = FFX_menu.mrrGrid1()
FFX_Screen.mrrFormat()
FFX_Xbox.menuA()
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
time.sleep(3.7)
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', -1)
time.sleep(0.4)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', -1)
time.sleep(1)
FFXC.set_value('AxisLy', 0) #In position
FFXC.set_value('AxisLx', 0)
time.sleep(0.3)
FFXC.set_value('AxisLy', -1) #Turning
FFXC.set_value('AxisLx', 1)
time.sleep(0.035)
FFXC.set_value('AxisLy', 0) #Positioned and turned
FFXC.set_value('AxisLx', 0)
claskoSkip = True
if FFX_memory.userControl():
print("Skip successful.")
time.sleep(2)
FFX_Xbox.menuB() #Engage skip
cam = FFX_memory.getCamera()
startTime = time.time()
timeLimit = 60 #Max number of seconds that we will wait for the skip to occur.
maxTime = startTime + timeLimit
while cam[0] < 0.77:
cam = FFX_memory.getCamera()
currentTime = time.time()
if currentTime > maxTime:
print("Skip failed for some reason. Moving on without skip.")
claskoSkip = False
break
FFX_memory.clickToControl()
FFXC.set_value('AxisLy', 0) #Skip should have committed.
FFXC.set_value('AxisLx', 0) #Otherwise, backup pathing will take over.
else:
print("We got in battle before attempting the skip. Going to try one more time.")
FFX_Battle.fleeAll()
FFX_memory.clickToControl()
pos = FFX_memory.getCoords()
while pos[1] < -630:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
pos = FFX_memory.getCoords()
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', -1)
time.sleep(1.5)
FFXC.set_value('AxisLy', 0) #In position
FFXC.set_value('AxisLx', 0)
time.sleep(0.3)
FFXC.set_value('AxisLy', -1) #Turning
FFXC.set_value('AxisLx', 1)
time.sleep(0.035)
FFXC.set_value('AxisLy', 0) #Positioned and turned
FFXC.set_value('AxisLx', 0)
time.sleep(3)
if FFX_memory.userControl():
print("Skip successful.")
FFX_Xbox.menuB() #Engage skip
cam = FFX_memory.getCamera()
startTime = time.time()
timeLimit = 30 #Max number of seconds that we will wait for the skip to occur.
FFXC.set_value('AxisLy', 1) #Just in case we get stuck somehow.
FFXC.set_value('AxisLx', 1)
maxTime = startTime + timeLimit
while cam[0] < 0.77:
cam = FFX_memory.getCamera()
currentTime = time.time()
if currentTime > maxTime:
print("Skip failed for some reason. Moving on without skip.")
claskoSkip = False
break
FFX_memory.clickToControl()
FFXC.set_value('AxisLy', 0) #Skip should have committed.
FFXC.set_value('AxisLx', 0) #Otherwise, backup pathing will take over.
else:
print("Failed the skip twice. Going old-school backup strats.")
FFX_Logs.writeStats("Clasko Skip success:")
FFX_Logs.writeStats(claskoSkip)
checkpoint = 0
lastCP = 0
while FFX_memory.getMap() != 92:
if lastCP != checkpoint:
print("Checkpoint reached: ", checkpoint)
lastCP = checkpoint
if FFX_memory.userControl():
pos = FFX_memory.getCoords()
cam = FFX_memory.getCamera()
mapVal = FFX_memory.getMap()
if mapVal == 92:
checkpoint = 100
elif checkpoint == 0:
if pos[1] > -570:
checkpoint = 20
#print("Possible skip here, refactor later.")
elif cam[0] > 1:
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 1)
elif cam[0] > 0.6:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 20:
if mapVal == 92:
checkpoint = 100
elif cam[0] > 1.5:
FFXC.set_value('AxisLy', 1)
if pos[1] > ((-0.55 * pos[0]) -529.64):
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
elif cam[0] > 1:
if pos[1] > -490 and pos[0] > -55:
FFXC.set_value('AxisLy', -1)
else:
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 1)
elif cam[0] > 0.6:
FFXC.set_value('AxisLy', 1)
if pos[1] > -490 and pos[0] > -55:
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
else:
if pos[1] > -490 and pos[0] > -55:
FFXC.set_value('AxisLy', 0)
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', -1)
elif checkpoint == 30:
if FFX_memory.getMap() == 92:
checkpoint = 100
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
elif cam[0] > 1:
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 0)
elif cam[0] > 0.6:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
elif FFX_Screen.BattleScreen():
print("Starting battle MRR (preload)")
while not FFX_memory.menuOpen():
FFX_Battle.fleeAll()
FFX_memory.clickToControl()
hpCheck = FFX_memory.getHP()
print(hpCheck)
if hpCheck[0] != 520 or hpCheck[3] != 644 or hpCheck[2] != 1030:
FFX_Battle.healUp(3)
else:
print("No need to heal up. Moving onward.")
else:
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
if FFX_memory.diagSkipPossible() or FFX_memory.menuOpen():
FFX_Xbox.menuB()
return wakkaLateMenu
def mainPath(wakkaLateMenu):
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
FFX_memory.awaitControl()
status = [0, 0, 0, 1, 0]
#{Yuna complete, Kimahri complete, Valefor overdrive, Battle counter, Yuna level up complete]
checkpoint = 0
lastCP = 0
#valeforDrive = 0
while checkpoint != 1000:
pos = FFX_memory.getCoords()
if lastCP != checkpoint:
lastCP = checkpoint
print("Checkpoint reached: ", checkpoint)
if FFX_memory.userControl():
if checkpoint == 0:
if pos[0] < -10:
checkpoint = 3
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 3:
if pos[1] > ((-0.94 * pos[0]) -638.53) and pos[1] > ((1.45 * pos[0]) -551.21):
checkpoint = 6
else:
if pos[1] < ((-0.94 * pos[0]) -638.53):
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', 0)
if pos[1] < ((1.45 * pos[0]) -551.21):
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 6:
FFXC.set_value('AxisLx', 1)
FFXC.set_value('AxisLy', 1)
FFX_Xbox.SkipDialog(1.5)
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
checkpoint = 9
elif checkpoint == 9:
if pos[1] > -540:
checkpoint = 10
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 10:
if pos[1] > -460:
checkpoint = 20
else:
FFXC.set_value('AxisLy', 1)
if pos[0] > -108:
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 20:
if pos[0] > -85:
checkpoint = 30
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
elif checkpoint == 30:
if pos[1] > -370:
checkpoint = 40
else:
FFXC.set_value('AxisLy', 1) #Overlook > rest of the path
FFXC.set_value('AxisLx', 0)
elif checkpoint == 40:
if pos[0] > 50:
checkpoint = 50
else:
FFXC.set_value('AxisLx', 1)
if pos[0] > -50:
FFXC.set_value('AxisLy', -1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 50:
if pos[1] > -277:
checkpoint = 60
else:
FFXC.set_value('AxisLy', 1)
if pos[0] < 118:
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 60:
if pos[1] > -140:
checkpoint = 70
# 70 - Get the chest
# 100 - Skip past the chest with the money
else:
FFXC.set_value('AxisLy', 1)
if pos[0] < 130:
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 70:
if pos[1] > -29:
checkpoint = 80
else:
FFXC.set_value('AxisLy', 1)
if pos[0] > 90:
FFXC.set_value('AxisLx', -1)
elif pos[0] < 85:
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 80:
FFX_Xbox.menuB()
elif checkpoint == 90:
if pos[1] < -115:
checkpoint = 100
else:
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 100:
if pos[0] < -40:
checkpoint = 110
else:
FFXC.set_value('AxisLx', -1)
if pos[0] > 90:
FFXC.set_value('AxisLy', 0)
elif pos[1] > -210:
FFXC.set_value('AxisLy', -1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 110:
if pos[1] > 60:
checkpoint = 120
else:
FFXC.set_value('AxisLy', 1) #Long path north
if pos[0] > -100:
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 120:
if pos[0] > 30:
checkpoint = 130
else:
FFXC.set_value('AxisLx', 1)
if pos[1] < 130:
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 130:
if pos[1] > 230:
checkpoint = 140
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 140:
if pos[0] < -87:
checkpoint = 150
else:
FFXC.set_value('AxisLx', -1) #Chocobo before Shedinja
if pos[1] < 275:
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 150:
if pos[1] > 380:
checkpoint = 160
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 160:
if pos[0] > 20:
checkpoint = 170
else:
FFXC.set_value('AxisLx', 1) #Away from Shedinja.
if pos[1] < 440:
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 170:
if pos[1] > 515:
checkpoint = 180
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 180:
if pos[0] < 55:
checkpoint = 190
else:
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', -1)
elif checkpoint == 190:
if pos[0] < -70:
checkpoint = 200
else:
FFXC.set_value('AxisLx', -1)
if pos[1] > 580:
FFXC.set_value('AxisLy', -1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 200:
if pos[1] > 675:
checkpoint = 210
else:
FFXC.set_value('AxisLy', 1) #Past the chest (near the end)
if pos[0] > -109:
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 210:
if pos[1] > 833:
checkpoint = 215
else:
FFXC.set_value('AxisLy', 1)
if pos[0] < -60:
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 215: #Delay based on statuses
if status[0] == 1 and status[1] == 1 and status[2] == 2:
checkpoint = 220
else:
FFXC.set_value('AxisLy', 1)
time.sleep(0.8)
FFXC.set_value('AxisLy', -1)
time.sleep(0.8)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 220:
if pos[0] > 1:
checkpoint = 230
else:
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 1)
elif checkpoint == 230:
if pos[0] > 35:
checkpoint = 240
else:
FFXC.set_value('AxisLx', 1)
if pos[1] > 815:
FFXC.set_value('AxisLy', -1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 240:
if pos[1] > 845:
checkpoint = 250
else:
FFXC.set_value('AxisLy', 1)
if pos[0] < 45:
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', 0)
elif checkpoint == 250: #Map to Map lift
if pos[0] < 65 and pos[1] > 895:
FFX_Xbox.menuB() #We have hit the lift
time.sleep(0.5)
checkpoint = 260
else:
if pos[0] > 65:
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
if pos[1] < 895:
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 260:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
time.sleep(0.7)
FFXC.set_value('AxisLx', 0)
time.sleep(4)
FFXC.set_value('AxisLx', -1)
time.sleep(1.5)
checkpoint = 270
elif checkpoint == 270:
if pos[1] > 200:
checkpoint = 280
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 280:
if pos[0] < 83:
checkpoint = 290
else:
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', -1)
elif checkpoint == 290:
if pos[1] > 215:
FFX_Xbox.SkipDialog(0.5)
checkpoint = 300
else:
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 300:
if pos[0] > 150:
checkpoint = 320
else:
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 1)
elif checkpoint == 320:
if pos[0] > 222:
checkpoint = 330
else:
FFXC.set_value('AxisLx', 1)
if pos[1] > 255:
FFXC.set_value('AxisLy', -1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 330:
if pos[1] < 172:
checkpoint = 340
else:
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 0)
elif checkpoint == 340:
if pos[0] > 270:
checkpoint = 350
else:
FFXC.set_value('AxisLx', 1)
if pos[1] < 167 and pos[0] < 245:
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', 0)
elif checkpoint == 350:
FFX_Xbox.SkipDialog(2)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
FFX_memory.awaitControl()
FFXC.set_value('AxisLy', -1)
time.sleep(2.5)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
print("End of MRR pathing section.")
checkpoint = 1000
else:
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
if FFX_Screen.BattleScreen():
print("Starting battle MRR (preload)")
if status[0] == 1 and status[1] == 1 and status[2] == 2:
FFX_Battle.fleeAll()
FFX_memory.clickToControl()
else:
print("Starting battle MRR")
status = FFX_Battle.MRRbattle(status)
print("Status update: ", status)
#print("Yuna Complete state: ", status[0])
#print("Kimahri Complete state: ", status[1])
status[3] += 1
if FFX_memory.getYunaSlvl() >= 8 and status[4] == 0:
print("Yuna has enough levels now. Going to do her grid.")
FFX_menu.mrrGridYuna()
print("Yuna's gridding is complete for now.")
status[4] = 1
elif wakkaLateMenu == True and FFX_memory.getSLVLWakka() >= 3:
wakkaLateMenu = FFX_menu.mrrGrid2(wakkaLateMenu)
elif checkpoint == 80 and FFX_Screen.PixelTestTol(676,444,(212, 212, 212),5):
print("1000 gil chest")
time.sleep(0.6)
FFX_memory.clickToControl()
checkpoint = 90
elif FFX_memory.diagSkipPossible():
FFX_Xbox.menuB()
elif FFX_memory.menuOpen():
FFXC.set_value('BtnB', 1)
time.sleep(0.035)
FFXC.set_value('BtnB', 0)
time.sleep(0.035)
print("End of MRR section. Status:")
print(status)
def battleSite():
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
FFX_memory.awaitControl()
print("Starting battle site section")
FFX_menu.battleSiteGrid()
FFXC.set_value('AxisLy', -1)
time.sleep(4)
FFXC.set_value('AxisLy', 0)
if FFX_memory.userControl():
print("Clasko skip was successful earlier. Pathing appropriately.")
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 1)
time.sleep(2)
FFXC.set_value('AxisLy', 0)
time.sleep(6)
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
FFX_Xbox.SkipDialog(10)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
else:
print("Clasko skip was not successful. Slower method.")
FFX_memory.clickToControl() #Scene where Wakka kicks a cannon
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 1)
time.sleep(4)
FFXC.set_value('AxisLy', 0)
time.sleep(6)
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
FFX_Xbox.SkipDialog(10)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
FFX_Screen.clickToMap1() #The command center is that way.
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
time.sleep(7)
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
time.sleep(2.6)
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
time.sleep(0.3)
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
time.sleep(1.5)
pos = FFX_memory.getCoords()
while pos[1] < 3265: #Towards O'aka
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 1)
pos = FFX_memory.getCoords()
while FFX_memory.userControl(): #Talk to O'aka
if pos[0] < -50:
FFXC.set_value('AxisLx', 1)
elif pos[0] > -45:
FFXC.set_value('AxisLx', -1)
else:
FFXC.set_value('AxisLx', 0)
if pos[1] < 3425:
FFXC.set_value('AxisLy', 1)
FFX_Xbox.menuB()
else:
FFXC.set_value('AxisLy', -1)
FFX_Xbox.menuB()
pos = FFX_memory.getCoords()
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
FFX_menu.battleSiteOaka()
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', 0)
time.sleep(0.5)
FFXC.set_value('AxisLx', 1)
time.sleep(1.2)
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
FFX_Xbox.touchSaveSphere()
FFX_memory.awaitControl()
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', -1)
time.sleep(0.6)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 1)
time.sleep(2)
FFX_Screen.clickToMap1()
time.sleep(0.7)
FFXC.set_value('AxisLy', -1)
time.sleep(2)
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
FFX_memory.clickToControl() #Meeting Kinoc
FFXC.set_value('AxisLy', -1)
time.sleep(1.2)
FFXC.set_value('AxisLx', 1)
time.sleep(3.4)
pos = FFX_memory.getCoords()
while FFX_memory.userControl(): #Are you ready? (that guy)
if pos[0] < 218:
FFXC.set_value('AxisLx', 1)
else:
FFXC.set_value('AxisLx', -1)
if pos[1] < 3127:
FFXC.set_value('AxisLy', 1)
else:
FFXC.set_value('AxisLy', -1)
FFX_Xbox.menuB()
pos = FFX_memory.getCoords()
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
FFX_Screen.awaitPixel(680,804,(221,221,221)) ### Possible to replace this later?
time.sleep(1.6)
FFX_Xbox.menuDown()
FFX_Xbox.menuB()
status = FFX_Battle.battleGui()
FFX_Xbox.SkipDialog(22)
FFX_Xbox.skipSceneSpec()
FFX_Screen.clickToMap1()
FFXC.set_value('AxisLx', -1)
time.sleep(7)
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 1)
FFX_Xbox.SkipDialog(8)
FFXC.set_value('AxisLy', 0)
FFXC.set_value('AxisLx', 0)
FFX_Screen.clickToMap1() #Skips a ton of monologuing and memories
FFXC.set_value('AxisLy', -1)
FFXC.set_value('AxisLx', -1)
time.sleep(3.8)
FFXC.set_value('AxisLy', 1)
time.sleep(0.3)
FFXC.set_value('AxisLy', 1)
time.sleep(0.1)
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
FFX_Xbox.touchSaveSphere()
FFXC.set_value('AxisLx', -1)
time.sleep(2)
FFXC.set_value('AxisLx', 0)
FFX_Screen.clickToMap1() #Was it worth it scene
FFXC.set_value('AxisLx', -1)
time.sleep(1)
FFXC.set_value('AxisLy', 1)
time.sleep(3)
FFXC.set_value('AxisLx', 0)
FFXC.set_value('AxisLy', 0)
FFX_Screen.clickToMap1() #Talking to Auron
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 1)
time.sleep(6)
FFXC.set_value('AxisLy', -1)
time.sleep(1.5)
pos = FFX_memory.getCoords()
while pos[0] < ((0.05 * pos[1]) + 942.12):
FFXC.set_value('AxisLx', 1)
FFXC.set_value('AxisLy', 0)
pos = FFX_memory.getCoords()
FFXC.set_value('AxisLy', 1)
FFXC.set_value('AxisLx', 0)
time.sleep(5.5)
FFXC.set_value('AxisLy', 0)
return 1