That was also done. Here is the symptom in more detail. I get the script to run now. It does nothing most of the time. I am trying to use eq2harvester. I press "start" about 10 times and it started to harvest a node that I was standing in front of...node was targeted. It gathered once and did nothing else.
As I previously mentioned, I did read the threads. The other issue I have is with your website. About 80% of the time when I visit this site, my computer locks up and I have to reboot. This is the only site that I am having this problem with. Any special settings that I am not currently aware of?
/*
Application Version: EQ2Harvesterv01.00
Application Date: 10/24/2005 12:52
*/
; IniFile written by Watcher's IniClass
; PLEASE READ THIS, trust me it's worth your time to read through
; this at least one time to get everything configured and to learn
; what you can change to your liking, there are lots of cool things
; you can configure in here 8^)
; PLEASE READ the ReadMe.txt!
; Everything in here is case insignificant, that means you can
; use SERVER=MYSERVER and get the same result as with
; Server = MyServer
; but you MUST not have a space BEFORE sections or keys, so feel
; free to format this file to your liking.
;;-----------
;; In case you didn't already know, Ini files are made up of:
;;[Section]
;;key
;;
;; each key must be unique within a section and each section must be
;; unique in the entire file.
;;-----------
;
; Numbers in this file are read as numbers not strings so any number
; can optionally have a decimal portion if you prefer, ei. 3.5, 6.2
; For things that are displayed, they will be displayed as they are
; in this file so for example if you prefer to see "casting fIrEsEEd
; then put it in this file that way...
;;;; Main Section
; DebugLevel How much noise in status messages and log? 0 is off,
;; 10 is max. Strange as it may seem lot's of debugging
;; can slow the bot down quite a bit.
;; 0 No noise except things that force logging.
;; 1 VERY sparse logging, very VERY basic initialization.
;; 2 normal level, most initialization routines now log.
;; 3 Turns on all Text to Speach stuff.
;; 4 All initialization routines log all data, good basic
;;; startup level, slightly slower startup. All voice.
;; 5 Pretty spammy, lot's of misc info from all sources.
;; 7 Not much additional, mostly timing of certain actions
;;; like additional MobUpdate timings. This WILL slow updates.
;; I'll fill the rest in as I standardize them.
;; 8 Standard when coding, all but the spammiest are displayed.
;; 10 Full debugging mode, anything that displays or logs does it.
;;; This will slow the bot, especially MobDb updates.
;;
;;; NOTE: if you post a log to the boards, set level to 9 or 10
;;
; EQIIDir Directory that EQII is installed into
; Server The server you are playing on, for finding your log.
;;; NOTE: the bot will vigorously attempt to read a log in:
;;; EQDir"\logs\"Server"\eq2log_"PlayerName".txt"
;;; and will abort if it is unable to, so get it right!
; MinPress When pressing a key ALWAYS press at least MinPress ms
;; this long, if your bot seems to be missing keypresses
;; try increasing this by 5 at a time, I find 40 to work
;; pretty well but I change depending on how laggy things
;; are, some days I raise it due to lag, others I lower
;; due to fast server.
; CalibrateMinPress Calibrate MinPress for you before starting?
;; If you have WriteIni turned on the updated
;; MinPress will be written to your Ini file with the
;; statistics. I like to use this all the time because the
;; server seems to have different amounts of lag at different
;; logins. Use it if you'd like.
; Verifies How often to verify MinPress during calibration
;; less is faster but less accurate, above 20 would be a
;; waste, less than 5 would not be very accurate.
; PreciseMovement Do lots of careful and cautious movement (slow)
;; Try without this first and trust the evade routines to
;; do their job. Make your adjustments in the Navigate
;; section to get what you want and use 0 for range or use
;; the 4th parameter to the waypoints. I think you will find
;; they are very good and quite fast.
[Main]
DebugLevel = 8
EQIIDir = C:\Program Files\Sony\EverQuest II
Server = blackburrow
MinPress = 56
CalibrateMinPress = True
Verifies = 10
PreciseMovement = False
;;;; Harvester Section
; MaxHarvestTime Maximum seconds to wait for a harvest to complete
; HeaderLine Display harvesting info on what line ? 0 is None
; AvoidPlayerRadius How far can a player be and be avoided?
; WriteIni Do we write an Ini file with statistics added?
;;; True means to update the current Ini file.
;;; A valid path\filename or just a filename will
;;; create a new Ini file, blank will not write Ini.
;;; NOTE: Ini file will be reformated slightly but
;;; comments will Not be lost or reformatted, you may
;;; wish to backup your INI file!
; HotKeyBar If blank, don't use hotkeys
;;; NOTE: 0 WILL use hotkey bar 0.
; HotKeyBarReset Return to what hotbar on exit? blank means 1
; CreapMax When too far away, how often to try to creap up
; SpeakAll Speak all harvests? Audible bot monitoring...
;; NOTE: DebugLevel 4 speaks all harvests and collections
;; reguardless of this flag.
[Harvester]
MaxHarvestTime = 6
HeaderLine = 5
AvoidPlayerRadius = 10
WriteIni = True
HotKeyBar = 5
HotKeyBarReset = 1
CreapMax = 8
SpeakAll = True
;;;; KeyConfig Section
;; These are pretty self evident, ReadMe.BuffBot.ini has some
;; documentation about special keys if you are wondering about your
;; key, like {numlock} or {numpad6} or something but these are NOT
;; key sequences so +3,4,+1 would not work here, these are straight
;; keys names.
;;
;;; NOTE to programmers, all classes look in KeyConfig for keys
;;
; PausedLine Line to display Paused Info on when paused.
; MaxTries How often to we press tab trying to find a target
; NextMob What key to press for next mob (usually tab)
; AutoRun Key to press and run without holding the key
; Forward Key to press to move forward while holding it.
; Backward Key to press to move backward
; Left Key to pivot left
; Right Key to pivot right
; Jump Key to jump
; TargetSelf Key to target yourself for buffs that require it.
; Shutdown Key to shutdown bot completely
; NearestPC Key to target nearest PC (NOT NPC)
;;; If this is defined then the harvester will Avoid Players
;;; by attempting to target them before trying to target nodes
;;; If this is blank Avoiding players is off.
; NearestNPC Key to target nearest NPC
; DeTarget Key to remove target (F6 by default is target last
;; group member... you're not harvesting in a full group
;; right?)
;;; ANY CHAT (or Pause) key that isn't there is disabled.
; Pause Key to pause the bot. (for chatting?)
; CommandChat Key to start chat command ie /g for group or /gu
;;; for guild chat or even /smile to send an emote.
; Reply Alternate key to start chatting (Reply to tells)
; ToggleChat Key to toggle chatting
;;; If you paused with any of the above chat keys OR with the
;;; toggle chat key, hitting the toggle chat key will unpause.
; Unpause Key to unconditionally unpause.
;;
;;; This may sound complex but should act very intuitively, if
;;; you hit R to reply or / to type a command or enter to
;;; enter text it will automatically pause for you, when you
;;; complete your command you will hit enter and terminate the
;;; pause. If for any reason you get out of sync you hit ESC
;;; which gets you out of chat in game AND out of pause on the
;;; bot and puts you back in sync.
;;;
[KeyConfig]
PausedLine = 8
MaxTries = 20
NextMob = {Tab}
AutoRun = {NUMLOCK}
Forward = W
Backward = S
Left = A
Right = D
Jump = {SPACE}
TargetSelf = {F1}
Shutdown = {Del}
NearestPC = {F7}
NearestNPC = {F8}
DeTarget = {F6}
Pause = {Ins}
CommandChat = /
Reply = R
ToggleChat = {Enter}
Unpause = {Esc}
;;;; Events Section
;;; This section tells the bot what to do when certain things
;; happen, we got a tell, do we quit? Can't get unstuck, /quit?
;; Having a tell sound does not prevent exit on tell, etc, use
;; the ones you want, mix them up the way you like.
;;
;;; NOTE: My previous bot had /quit on events which makes no
;; sense to me, /quit takes you to char select screen and doesn't
;; let EQ2 clean up the memory it has wasted with all it's memory
;; leaks, /exit gives a clean start. EQ2 DOES havea lot of
;; memory leaks and it is a very good idea to reboot EQ2 OFTEN
;; unless you have over 2Gig of memory just for EQ2. I NEVER use
;; /quit but for those who do...
;; You could get fancy and make this string a tell if you are
;; multi boxing... /tell MyNick I'm exiting with an unrecoverable
;; problem, get over here and check me! 8^)
;;;
; ExitString What do we send to exit? /exit or /quit or ...?
;;; NOTE: If this is not defined the below will simply cause
;;; the program to hit enter, send nothing, hit enter. Not
;;; very usefull.
; ExitOnStuck We are stuck and can't get out, send ExitString?
; ExitOnInvFull Inventory is full send ExitString?
; ExitOnTell Should we send ExitString when we get a tell?
; ExitOnExit Send ExitString when the program terminates?
;; This prevents your bot from standing for hours
;; over night if the script exits for some reason.
;;; NOTE: ExitOnExit is safer, although a few seconds
;;; slower, than the 2 above. Especially if you are using
;;; WriteIni, because the ExitString is not sent till very
;;; last, assuring a clean exit from the script. Although
;;; becoming Stuck or InvFul always terminate the script, the
;;; ExitOn... exits are done instantly. XU may not complete
;;; the script under those conditions and so may not write out
;;; your updated Ini.
; HarvestFor Timed harvesting, exit after HarvestFor minutes.
;;; Use 0 or blank to disable timed harvesting. All
;; numerical values accept decimals, .1 or .5 would be 1/10
;; of a minute (about 6 seconds) .5 would be 30 seconds.
; SpeakTell speak all tells (Very cool)
; ReplyOnce Keep track of each person and send one reply only
;; even if they keep sending tells, it will send Reply1 then
;; Reply2, etc but each person will only get one, if there is
;; only one Reply1 all will get the same reply.
; Reply# Do you want to reply to tells? if you set ANY of
;; these you will reply with them in the order they are
;; listed rotating back to 1 when the list is done. You can
;; have as many of these as you would like. Replies will be
;; given after random 5-10 seconds to simulate typing time.
;; Although ExitOnTell and Replies are supported, due to the
;; 5-10 second delay your reply may not go out before the
;; ExitString is sent.
[Events]
ExitString = /exit
ExitOnStuck = False
ExitOnInvFull = False
ExitOnTell = False
ExitOnExit = False
HarvestFor = 0
SpeakTell = True
ReplyOnce = False
;Reply1 = I'm a harvesting
;Reply2 = I'm trying to get rares
;Reply3 = I find harvesting very tedious, but I need stuff for tradeskills.
;Reply4 = I find harvesting exciting, but only when I get a rare.
;Reply5 = Maybe we could do something later.
;;;; Sounds Section
;;; This section tells the bot what sounds to play, if any.
;; If any of these are blank no sound will be played, if the
;; file does not exist it will log an error and act as though it
;; was blank.
; Tell Should we play a sound when we get a tell?
; Stuck Should we play a sound when we get stuck?
; InvFull Should we play a sound when Inventory is full?
; Uncommon Should we play a sound when we get an Uncommon?
; Rare Should we play a sound when we get a Rare?
;;; NOTE: These are paths to a wave or mp3 file, relative
;; paths are fine, full paths are fine. If no path is given
;; (just a filename), the EQ2Harvester directory will be
;; searched first, then the scripts directory.
[Sounds]
Tell = ding.wav
Stuck = ding.wav
InvFull = ding.wav
Uncommon= ding.wav
Rare = ding.wav
;;;; Voice Section
;;; This section is to define your voice setup if your
;; hardware supports it and you have the required software
;; installed, Win2000 and up should come with it already
;; installed and ready to run, installing IE 5 and up
;; installs it as well I believe. If not visit the M$ site
;; and download it if you want to use it.
;;
; Volume How loud should the voices speak? (0 - 100)
; VoiceIndex Which voice should we use? Try changing it...
; DeviceIndex Which device should we use?
;; Indexes are 0 based and using too high of a number
;; will result in the default being used. You can download
;; any TextToSpeach program to view available devices and
;; voices, most systems come with 6 voices 2 of which are
;; female, 1 and 2 I think. The 'name' of the device and the
;; voice will be logged to EQ2Harvester.log at DebugLevel 3
;; and higher.
[Voice]
Volume = 75
VoiceIndex = 2
DeviceIndex = 0
;;;; Display Section
;;; This section sets up your on screen display, the entire section
;;; can be deleted and defaults will be used, any key can be deleted
;;; or left blank.
; LineHeight Pixel Height of a line, does NOT change FontSize
; XOffset How far to the right to put display
; YOffset How far down to put display
; HeaderLines How many Header lines? More pushes status lines down
;;; NOTE: Target data will be displayed on header HeaderLines -1
; StatusLines How many Status lines... since these usually scroll,
;; having more than one permits some time to read them
;; before they dissapear.
; ScrollUp Scroll status messages up as they are recieved?
;;; WARNING:
;;; Use caution with the last 3, adding header lines and not using
;;; them only changes spacing BUT setting it smaller but setting a ;;; larger HeaderLine number than there are (in other configs,
;;; like Buffs) will generate a 'line out of range' error and will
;;; stop the script.
;;; Adding status lines will only be noticed if ScrollUp is used.
;;; Try it and see what happens if it's not already on by default.
[Display]
LineHeight = 20
XOffset = 100
YOffset = 300
HeaderLines = 11
StatusLines = 5
ScrollUp = True
;;; Default HeaderLine setup:
;; 1 EQ2Harvester language line
;; 2 PauseKey desc line
;; 3 Pet Info Line (BuffLine - 1)
;; 4 Buff Lines
;; 5 Harvesting Info
;; 6 LastRare Line
;; 7 WayPoint line
;; 8 Paused Message Line
;; 9
;; 10 Target Range to target
;; 11
;;;; Logger Section
;;; This section sets up your logger, the entire section
;;; can be deleted and defaults will be used, any key can be deleted
;;; or left blank.
;;
; WriteDate Do you want a date written in your log file?
; ShowSeconds If so, do you want seconds recorded?
; ShowYear Do you want the year recorded?
; SectionChar What character to use for section headers
; SeparatorChar What character to use for separator lines
; SeparatorCount How many SeparatorChars per line?
;; NOTE: Separators written will never exceed MaxLineLen
; SeparatorDate Put a date on separtor lines?
********* This line has 10 *'s for separator, no Date.
; ContinuedLinePrefix Put this before wrapped lines
;; if MaxLineLen is greater than 0.
; MaxLineLen Word wrap at this many characters, 0 is no wrap
; FileName What file to log to, blank means, use default
;; given by the program. Relative paths are fine,
[Logger]
WriteDate = False
ShowSeconds = False
ShowYear = False
SectionChar = -
SeparatorChar = *
SeparatorCount = 20
SeparatorDate = False
ContinuedLinePrefix = >->-
MaxLineLen = 80
fileName =
;;;; Navigator Section
;; These are Navigator specific configuration items.
;;;
; IdleTime How long do we idle in our travelling loop, 1000
;; is 1 second, basically lower is more responsive,
;; less target overruns but more CPU usage. When
;; Navigator is withing RunToRange * 4 it idles 1/4
;; as long to increase accuracy but set it
;; to whatever you want. I would not go below 200.
; DebugLevel Navigator specific level, this is NOT the main
;; DebugLevel although they work together. For THIS
;; DebugLevel 10 is silent, 0 is VERY noisy.
;;; NOTE: The main DebugLevel governs not only the whole
;;; program but also the Navigator class, if your debug
;;; level is 0 Navigator will be silent too, if your main
;;; main debug level is 10 but the navigator is 10 also,
;;; navigator will still be silent. The noisiest would be
;;; main debug at 10 and navigator at 0. Probably easiest
;;; to just leave this at 0.
;;;; For you silly programmers, set this negative to make it
;;;; noisy while the rest is quiet.
; RunToRange How close to target before we stop running?
;;; NOTE: if DoCreap is true we start creaping at
;;; RunToRange, otherwise we just stop, so if you use
;;; DoCreap you can set your RunToRange higher and
;;; creap up on your target
; DoCreap Should we creap up on our target for accuracy?
; CreapToRange If so, how close?
;;; NOTE: I have found that pushing against a node I can
;;; still be more than 1 in range from the node!
; MaxTurnTries How many tries MAX before we give up turning.
; MaxTolerance When standing, how far off target is ok? 0-180
;; This number may be higher to get moving more
;; quickly although 0 is perfectly acceptable as well
;; for either.
; MinTolerance When running, how far off target is ok? 0-180
; MaxStuckTries How many tries to get unstuck or creap?
[Navigator]
IdleTime = 200
DebugLevel = 0
RunToRange = 12
DoCreap = True
CreapToRange = 10
MaxTurnTries = 5
MaxTolerance = 6
MinTolerance = 4
MaxStuckTries = 10
;;;; BuffClass section:
;;; See ReadMe.BuffBot.ini for documentation on this section it's
;;; worth reading through, the Buff Class is very powerful and
;;; flexable and might be used for a large number of things.
;;
;;; NOTE: BuffBotFile is not yet implimented!
; BuffBotFile File to read Buffs from NOT IMPLIMENTED
;; If this is defined it is the ONLY thing that will be
;; read from this file. It can be defined in the [BuffBot]
;; section or in your PlayerName section but if defined the
;; buffClass switches to your new file if it exists.
;;; NOTE: PetSpell header line used will be Buff header line - 1
;;
; HeaderLine Line to put Buff data on (Pet will be above)
; PetSpellName Complete spell name of pet, to recast if needed
;;; NOTE: Do NOT define this if you do not have a pet!
; PetBuffNames Comma separated list of spell names, pet buffs
;; Any spells that need to be recast when a new pet
;; is made, this is NOT section names, this is the value
;; of the SpellName key in the spell section for the
;; buff. Multiple spell names can be separated with ,
;; ie. spellname,spellname,etc...
; Buff1 Section name of a buff
; Buff2 Section name of a buff
[Leonemoon]
BuffBotFile = ReadMe.BuffBot.ini
HeaderLine = 4
PetSpellName = Tellurian Avenger
PetBuffNames = Minion's Stance: Volatile Haven, Vehement Stone
Buff1 = Horsey
Buff2 = VStone
;Buff1 = VHaven
;Buff3 = Provocation
;Buff4 = Vexation
; SpellName Name of spell, used for /usea if no keys are supplied
; Keys Keys to press to cast, ^%+ are Ctrl Alt Shift in order
; CastTime How long it takes to cast in seconds
; Duration How long your spell lasts in minutes
;; Numbers can use decimal portions, 1.5 minutes is acceptable.
; CastOnMe Target ourselves before casting?
; DuringFight Do we cast this if needed during a fight
;; or wait till the fight is done?
[VHaven]
SpellName = VHaven
Keys = -
CastTime = 3
Duration = 9
CastOnMe = False
DuringFight = False
[VStone]
SpellName = VStone
Keys = =
CastTime = 1
Duration = 14
CastOnMe = False
DuringFight = False
[Provocation]
SpellName = Provocation
Keys = %=
CastTime = 2.25
Duration = 14
CastOnMe = False
DuringFight = False
[Vexation]
SpellName = Vexation
Keys = %0
CastTime = 2.25
Duration = 14
CastOnMe = False
DuringFight = False
[Horsey]
SpellName = Eldarian Charger
Keys = ^1
CastTime = 4
Duration = 5
CastOnMe = False
DuringFight = False
;;;; Log Parser String section
;;; This section contains strings that the log parser looks for,
;; if your language (in your log) is english then do NOT change these
;; because they work as is and if you change them they will NOT work.
;; If your log is not in english you will need to add a new section
;; for your language and set the strings to what your language IS in
;; your log file.
;; If you create another language setup, please send it to me so that
;; I can include it here.
;;
; LogLanguage What language is your log in?
[Language]
LogLanguage = English
[English]
TellsYou = tells you
YouMine = You mine
YouGather = You gather
YouForest = You forest
YouAquire = You acquire
YouFish = You fish
YouFound = You found
YouCannotSee = You cannot see your target!
YouCannotHarvest= You cannot .* current target.
YouFailedHarvest= You failed to \w* anything from .*
InventoryFull = Your inventory is currently full
TooFarAway = Your target is too far away
TrivialHarvest = It was trivial for you
HelpHelp = Help! Help! I'm injured and in need of assistance!
Harvested = Harvested
[German]
TellsYou = teilt you
YouMine = You mined
YouGather = You gathered
YouForest = You forest
YouAquire = You acquire
YouFish = You fish
YouFound = Ihr habt * gefunden.
;(1122916840)[Mon Aug 01 19:20:40 2005] Ihr könnt Eurem aktuellen Ziel keine Falle stellen.
YouCannotSee = Ihr könnt Euer Ziel nicht sehen!
YouCannotHarvest= Ihr könnt .* Ziel .*
YouFailedHarvest= You failed to .* anything from .*
InventoryFull = Euer Inventar ist derzeit voll.
TooFarAway = Euer Ziel ist zu weit entfernt! Nähert Euch ihm!
TrivialHarvest = It was trivial for you
HelpHelp = Achtung! Achtung! Ich bin verwundet! Bitte hilf mir!
Harvested = Aufgesammelt
[Dutch]
;; Just an example of creating a new section, I do not have the
;; translations but would love to... hint hint!
;;;; Resources Section
;;
;;; NOTE: ResourceFile is not Yet implimented!
; ResourceFile This is the filename for the resources and
;; waypoints ini file. This key must be in the [Resources]
;; section. You CAN include all of the stuff (from the other
;; file) in here directly with a direct cut and paste (if you
;; remove the [Resources] section and the ResourceFile key or
;; make it blank) but I think this will help with
;; organization.
;;; Harvested types are separated into sections for ease of use.
;;
; HotKey = What is it's Hotkey?
; Harvest = Do you want to harvest this type of node?
; HarvestTrivial = Even when trivial?
;;; NOTE: if ALL HarvestTrivial are true for ALL types you save
;;; some cpu cycles due to not having to check for trivial each
;;; time it occurs in the log... if Harvest is false then
;;; HarvestTrivial is meaningless.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Resources File
;
;;;; Resources Section
;;; Harvested types are separated into sections for ease of use.
;;
; HotKey What is it's Hotkey?
; Harvest Do you want to harvest this type of node?
; HarvestTrivial Even when trivial?
;;; NOTE: if ALL HarvestTrivial are true for ALL types you save
;;; some cpu cycles due to not having to check for trivial each
;;; time it occurs in the log... if Harvest is false then
;;; HarvestTrivial is meaningless.
[Ore]
HotKey = 1
Harvest = True
HarvestTrivial = True
[Stone]
HotKey = 1
Harvest = True
HarvestTrivial = True
[Collect]
HotKey = 6
Harvest = True
HarvestTrivial = True
[Wood]
HotKey = 3
Harvest = True
HarvestTrivial = True
[Den]
HotKey = 4
Harvest = True
HarvestTrivial = True
[Roots]
HotKey = 2
Harvest = True
HarvestTrivial = True
[Shrub]
HotKey = 2
Harvest = True
HarvestTrivial = True
[Fungi]
HotKey = 2
Harvest = True
HarvestTrivial = True
[Fish]
HotKey = 5
Harvest = True
HarvestTrivial = True
[Misc]
HotKey = 3
Harvest = True
HarvestTrivial = True
;;;; Zone Specific Sections
;;; This is where you setup how to handle each zone, each zone
;;; can have multiple WayPoint paths but only one can be used
;;; at a time. Be careful that your Section name is UNIQUE!
;;
;; [ZoneName] The current zone is the main section
; WayPointSection Section containing waypoints Blank means None
;; then don't use waypoints.
; Collect Name of Collectables
; Ore Name of Ore
; Stone Name of Stone
; Wood Name of Wood
; Shrub Name of Shrubs
; Roots Name of Roots
; Den Name of Dens
; Fish Name of Fish
; Fungi Name of Fungi
; Misc Name of Misc (rare node)
[The Forest Ruins]
WayPointSection = FRuinsPath
Collect = ?
Ore = blemished ore
Stone = unearthed stones
Wood = aged arbor
Shrub = natural garden
Roots = damp roots
Den = creature den
Fish = array of fish
Fungi = natural herb garden
Misc = withered bones
;;;; A WayPoint Section
;; You can have as many of these as you would like for each
; zone but only one can be used at a time although you can link
; sections together by including a WayPointSection key in this
; section. This could be useful for having 2 routes in one zone and a
; travel route to get from one to the other permitting you a HUGE
; route that will NOT look like it could possibly be a bot. I have
; routes that are well over 100 waypoints. Small ranges with lot's of
; overlapping waypoints is far preferable to few waypoints with large
; ranges. I highly recommend using HBMakePath to make your routes.
; Be careful though, you could cause an endless loop like this:
;[Route1]
;WayPointSection = TravelTo2
;Waypoint1 = 1,5,50
;...
;
;[TravelTo2]
;WayPointSection = Route2
;...
;
;[Route2]
;WayPointSection = TravelTo1
;...
;
;[TravelTo1]
;WaypointSection = Route1 ;;; This one causes the loop! Remove it!
;...
;;; Notice that this causes an endless loop and will probably
; cause an out of memory error or a stack overflow in the script. If
; you get one of these errors you may want to check for this problem.
;;;; A WayPoint Section
; WayPointSection Another set of waypoints to add to this set
;;; Blank or deleting this line means there are no
;;; other sections
; Waypoint1 Your first waypoint must always be 1
; Waypoint2 These must be sequential, 1 2 3 4 5 ...
; Waypoint3 The Linked section starts again at 1
; Waypoint4 Internally this is stored as one huge route
; Waypoint5 And will go back to waypoint1 from the
; Waypoint6 originating section at the end of the route.
; Waypoint7 = x,y,range,stop
; x is the X location
; y is the Y location
; Range is how far around this waypoint to harvest
; Stop is do we go to this spot and stop before continuing
;; it can be the word stop or true or direct or any value
;; that makes sense to you, including a number greater or
;; less than 0,
;; To say do NOT stop you can leave it blank or set it to 0
;; or false;
;;
[FRuinsPath]
;;;; This set of waypoints will path you from the entrance of the
;; zone completely around the keep ignoring any nodes found within
;; it. Notice that some waypoints have a radius of 0. These are
;; only travel nodes to help path to that location.
waypoint1 = 906, -562, 35
waypoint2 = 952, -562, 35
waypoint3 = 996, -575, 45
waypoint4 = 1014, -622, 10
waypoint5 = 1033, -607, 15
waypoint6 = 1055, -594, 30
waypoint7 = 1075, -595, 30
waypoint8 = 1090, -605, 0, direct
waypoint9 = 1105, -655, 30
waypoint10 = 1117, -708, 0, direct
waypoint11 = 1138, -733, 0, direct
waypoint12 = 1172, -749, 50
waypoint13 = 1140, -811, 50
waypoint14 = 1083, -840, 50
waypoint15 = 1075, -814, 15
waypoint16 = 1019, -825, 40
waypoint17 = 971, -815, 50
waypoint18 = 958, -757, 50
waypoint19 = 956, -703, 40
waypoint20 = 948, -661, 30
waypoint21 = 956, -641, 20
waypoint22 = 984, -635, 15
waypoint23 = 1004, -622, 10
waypoint24 = 992, -591, 35
[Antonica]
WayPointSection = AntPath
RelaxedRadius = False
COLLECT = ?
ORE = callous ore
STONE = sandwashed rock
WOOD = wind felled tree
SHRUB = plains shrubbery
FUNGI = plains fungi
ROOTS = plains roots
DEN = critter den
FISH = shoal of fish
MISC = withered bones
[AntPath]
waypoint1 = -1730, 800, 50
waypoint2 = -1730, 750, 50
waypoint3 = -1730, 600, 50
waypoint4 = -1730, 550, 50
waypoint5 = -1730, 500, 50
waypoint6 = -1730, 450, 50
waypoint7 = -1700, 400, 50
waypoint8 = -1700, 350, 50
waypoint9 = -1675, 300, 50
waypoint10 = -1670, 250, 50
waypoint11 = -1630, 200, 50
waypoint12 = -1620, 150, 50
waypoint13 = -1620, 100, 50
waypoint14 = -1610, 50, 50
waypoint15 = -1600, 0, 50
waypoint16 = -1600, -50, 50
waypoint17 = -1620, -100, 50
waypoint18 = -1650, -150, 50
waypoint19 = -1650, -200, 50
waypoint20 = -1620, -250, 50
waypoint21 = -1585, -300, 50
waypoint22 = -1500, -550, 50
waypoint23 = -1490, -650, 50
waypoint24 = -1480, -750, 50
waypoint25 = -1575, -30, 0
waypoint26 = -1737, 380, 0
waypoint27 = -1780, 620, 0
[The Enchanted Lands]
WayPointSection = ELPath
COLLECT = ?
ORE = residual ore
STONE = rhythmic stone
WOOD = wretched arbor
SHRUB = mystical natural garden
FUNGI = fairy ring
ROOTS = velvety roots
DEN = animal den
FISH = throng of fish
MISC = withered bones
[The Commonlands]
WayPointSection =
RelaxedRadius = False
COLLECT = ?
ORE = cloven ore
STONE = wind swept rock
FUNGI = oasis fungi
SHRUB = oasis shrubbery
ROOTS = desert roots
FISH = band of fish
DEN = armadillo den
WOOD = wind felled tree
MISC = withered bones
[Zek, the Orcish Wastes]
WayPointSection =
RelaxedRadius = False
COLLECT = ?
ORE = ferric ore
STONE = mud stone
WOOD = marred arbor
SHRUB = flattened bed of thistle
FUNGI = flattened natural herb garden
ROOTS = vestigial roots
DEN = lioness den
FISH = fury of fish
MISC = withered bones
[The Feerrott]
WayPointSection =
RelaxedRadius = False
COLLECT = ?
ORE = alluvium ore
STONE = hermetic stone
WOOD = putrid arbor
SHRUB = overgrown bed of greenslade
FUNGI = overgrown fairy ring
ROOTS = dusty roots
DEN = animal den
FISH = hatch of fish
MISC = withered bones
[The Thundering Steppes]
WayPointSection = TSROVRoute
Collect = ?
Ore = stonecrest ore
Stone = wind swept stones
Wood = felled high plains arbor
Shrub = high plains shrubbery
Fungi = high plains fungi
Roots = mesquite catch weed
Den = beast den
Fish = mob of fish
Misc = withered bones
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; Sillyness section
;;; This section is to prevent sillyness like trying to
;; run the bot without ever configuring it to your personal
;; preferences. If the ImSilly key is true this bot will ask you to
;; please configure the bot before trying to run it. Just set this
;; to false and it will stop requesting that. Oh... did you check
;; the reply section? If not I suggest you go back...
;
; ImSilly Do we all agree that you are silly?
[SillyNess]
ImSilly = False
;;; The bot will add a section below here ONLY if
;; [Harvester] WriteIni is true, this section will contain a running
;; count of all harvests as well as all rares and uncommons listed
|