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EQ2 and Harvester 1.0 - Updated Howto guide : EverQuest 2 Premium Discussions - Page 2

Posted: December 27th, 2006, 5:18 am
 
un0riginal

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negative, it is usually helpful to include your ini file as well so that we can see where you need to make changes. However this is probably because you do not have the right node names for the zone you are in, or you have commented them out in the zone set up info.

On page 23 of the Harvestbot 1 post there is an addendum that I missed from my post, I was only in the lower zones and they were all working correctly. Download and apply the following

http://www.taultunleashed.com/phpbb2/do ... hp?id=2115

It will update your node names.

If you have commented out the node details in the zone set up sections, go back and put them all back in and then just change to false the ones you do not want to harvest in the harvest set up section.


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Posted: December 28th, 2006, 5:59 am
 
negative

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I'm trying to harvest the presents in the new Xmas zone...... is that possible?

Here's my .ini (changed it from ini to .txt, 6am in the morning, can;t figure out how to post otherwise atm, haha)


You do not have the required permissions to view the files attached to this post.


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Posted: December 28th, 2006, 12:09 pm
 
un0riginal

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I just tested this and it works fine.

However present is a gather not forest item. So you need to change the line misc=present to Roots = present.

Now something I noticed when running this, SOE has been very cunning and dropped in a load of non-targetable nodes called presents01, this means your harvester will try to get these as well as they match the present string.

Coders .. .. how do we add an explicit string check?


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Posted: December 28th, 2006, 1:07 pm
 
barbaricgoos
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Well, I changed my debug level to 2, Fixed the movement key thing, And i couldn't figure out how to 'Specify a waypoint' I couldn't get HBMakepath to work if that has something to do with it, And i'm in Antonica when i try to run it.


(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
/*
   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      = 2
EQIIDir         = C:\Program Files\Sony\EverQuest II
Server         = Najena
MinPress      = 45
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      = 1
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      =
;Reply2      =
;Reply3      =
;Reply4      =
;Reply5      =

;;;;      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   = 6
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= no eligible 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      = 3
Harvest      = True
HarvestTrivial   = True

[Stone]
HotKey      = 3
Harvest      = True
HarvestTrivial   = True

[Collect]
HotKey      = 5
Harvest      = True
HarvestTrivial   = True

[Wood]
HotKey      = 3
Harvest      = True
HarvestTrivial   = True

[Den]
HotKey      = 1
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      = False
HarvestTrivial   = False

[Misc]
HotKey      = 5
Harvest      = False
HarvestTrivial   = False

;;;;      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!
;;
;;  [Antonica]      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


Reply with quote
Posted: January 1st, 2007, 8:57 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
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Active User > 50 Posts
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Sorry for taking so long to reply ...

I have never actually used the 'AntPath' that is provided so I don't know how good it is. Cannot see why there should be any problems though.

Please post your harvestbot log so I can have a look.

When you say you can't get HBMakepath to run, could you elaborate. This program is essential for making decent pathing routes later on.


Reply with quote
Posted: January 3rd, 2007, 6:35 am
 
lalenea

Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
User avatar
i've been running this script no problem
but today i started to run it on another account, same zone, same computer
it still run but when the char go to the node, it doesnt harvest it
then move to the next node
but after i relog back to the 1st acc and run it, it still working fine
i dunno what is the problem, which file should i post in here?


Reply with quote
Posted: January 3rd, 2007, 11:59 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
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premium
lalenea (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
i've been running this script no problem
but today i started to run it on another account, same zone, same computer
it still run but when the char go to the node, it doesnt harvest it
then move to the next node
but after i relog back to the 1st acc and run it, it still working fine
i dunno what is the problem, which file should i post in here?


Hmmm, run it under the char that doesnt work, then PM me your EQ2harvester.log Don't post this as it has can have identifiable info in. Also post your eq2harvester.ini


Reply with quote
Posted: January 3rd, 2007, 9:11 pm
 
lalenea

Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
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User avatar
here is my ini

(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
/*
   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         = xxxxx
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      = C:\XUnleashed\Scripts\EQ2Harvester\harveststats.ini
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 am getting mats
;Reply2      = i am getting rares
;Reply3      = I find harvesting relaxing.
;Reply4      = I find harvesting exciting when I get a rare!
;Reply5      = Grouping is fun, but I need the rares.

;;;;      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= no eligible 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 k霵nt Eurem aktuellen Ziel keine Falle stellen.

YouCannotSee   = Ihr k霵nt Euer Ziel nicht sehen!
YouCannotHarvest= Ihr k霵nt .* Ziel .*
YouFailedHarvest= You failed to .* anything from .*
InventoryFull   = Euer Inventar ist derzeit voll.
TooFarAway   = Euer Ziel ist zu weit entfernt! N鄣ert 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      = False
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


[AntPath1]
waypoint1       = 88, 204, 50
.
.
.
waypoint7       = 83, 180, 50


[AntPath2]
waypoint1= 0, 19, 10
.
.
.
waypoint33= 9, 10, 10

[CL]
waypoint1= -698, 609, 50
.
.
.
waypoint107= -632, 567, 50


[NF]
waypoint1= -1223, -793, 40
.
.
.
waypoint90= -1240, -784, 40


[EL]
waypoint1= 92, -262, 10
.
.
.
waypoint36= 29, -192, 10


[Nektulos Forest]
WayPointSection   = NF
RelaxedRadius   = False
COLLECT      = ?
ORE      = penumbra ore
STONE      = eventide stone
FUNGI      = polluted natural garden
SHRUB      = natural garden
ROOTS      = rancid roots
FISH      = band of fish
DEN      = beast den
WOOD      = putrescent duskwood arbor
MISC      = withered bones


[Sunken City]
WayPointSection   = AntPath2
RelaxedRadius   = False
COLLECT      = ?
ORE      = cruddy ore
STONE      = eroded stone
FUNGI      = ravaged natural garden
SHRUB      = oasis shrubbery
ROOTS      = stale roots
FISH      = band of fish
DEN      = creature den
WOOD      = decomposed arbor
MISC      = withered bones


[Outpost of the Overlord]
WayPointSection   = AntPath1
RelaxedRadius   = False
COLLECT      = ?
ORE      = rugged ore
STONE      = unearthed stone
FUNGI      = budding natural garden
SHRUB      = natural garden
ROOTS      = roots
FISH      = band of fish
DEN      = creature den
WOOD      = felled elm tree
MISC      = withered bones


[The Enchanted Lands]
WayPointSection   = ELww!
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   = CL
RelaxedRadius   = False
COLLECT      = ?
ORE      = cloven ore
STONE      = wind swept rock
FUNGI      = oasis fungi
SHRUB      = oasis shrubbery
ROOTS      = desert roots
FISH      = band of fish
DEN      = critter 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


Reply with quote
Posted: January 5th, 2007, 1:47 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
User avatar
Active User > 50 Posts
premium
Why is your debug set to lvl 8?

Other than that it all appears to be fine.

Drop debug down to lvl 4 and see if that fixes problem, if not backup your current xu directories, re-d/l and setup .. use first time on the new char and see if it will work.


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Posted: January 7th, 2007, 11:22 am
 
lalenea

Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
User avatar
un0riginal (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Why is your debug set to lvl 8?

Other than that it all appears to be fine.

Drop debug down to lvl 4 and see if that fixes problem, if not backup your current xu directories, re-d/l and setup .. use first time on the new char and see if it will work.


both not work
but i just find out, its not the acc problem
the problem now is pvp server
all acc's char wont auto harvest if that is pvp server
all other servers is fine
is this script disable for pvp server?


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Posted: January 9th, 2007, 11:48 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
User avatar
Active User > 50 Posts
premium
I don't have any chars to test this on pvp, but should not be a problem as it doesnt have any code in there to do different things dependant upon your server.


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Posted: January 9th, 2007, 7:21 pm
 
lalenea

Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
User avatar
un0riginal (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
I don't have any chars to test this on pvp, but should not be a problem as it doesnt have any code in there to do different things dependant upon your server.


but i tested with different accounts
all not working on the pvp server


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Posted: January 10th, 2007, 10:14 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
User avatar
Active User > 50 Posts
premium
Does it actually target the node?


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Posted: January 11th, 2007, 6:11 am
 
lalenea

Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
User avatar
un0riginal (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Does it actually target the node?


yes, it will target the node, move to it, but then just leave
wont hit the harvest icon


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Posted: January 11th, 2007, 8:29 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
User avatar
Active User > 50 Posts
premium
lalenea (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
un0riginal (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Does it actually target the node?


yes, it will target the node, move to it, but then just leave
wont hit the harvest icon


I have to ask this question :D

Are the hotkeys set up correctly as specified in the .ini file (collect at 6 etc), and is it your primary hotbar?


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