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EQ2 and Harvester 1.0 - Updated Howto guide : EverQuest 2 Premium Discussions - Page 3

Posted: January 11th, 2007, 10:43 am
 
lalenea

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un0riginal (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Are the hotkeys set up correctly as specified in the .ini file (collect at 6 etc), and is it your primary hotbar?


on the 5th hotbar
and even i didnt set the hotbar right, i think the char will still standing there hit for nothing but not move away right?


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Posted: January 11th, 2007, 10:47 am
 
lalenea

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move to the node -> 0.1sec -> leave for next location


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Posted: January 11th, 2007, 1:43 pm
 
un0riginal

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ok i think we need to turn the debug level way up and get all the info. set it to lvl 10, pm me the result .. try go through and make sure no personally identifable info .. but just in case dont post it to main board.


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Posted: January 12th, 2007, 11:45 pm
 
floridasmb
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Ok, I made a long !@#$%^&* post but I am just going to keep it simple :

I go to forest ruins, I run eq2 scripts. I find eq2harvester.js and click start. (I have run in compatibility mode and not, neither work)

He just sits there and does nothing. I get a Loading..... like 40 times then it just stops. I have no idea why it doesnt work. here is my file :
(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
/*
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 = The Bazaar
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 = 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 harvestin
;Reply2 = I'm harvesting 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 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 = -1290, -717, 50
Waypoint2 = -1249, -725, 50
Waypoint3 = -1219, -754, 50
Waypoint4 = -1181, -769, 50
Waypoint5 = -1174, -729, 50
Waypoint6 = -1206, -703, 50
Waypoint7 = -1233, -673, 50
Waypoint8 = -1264, -645, 50
Waypoint9 = -1304, -651, 50
Waypoint10 = -1340, -674, 50
Waypoint11 = -1380, -672, 50
Waypoint12 = -1421, -664, 50
Waypoint13 = -1452, -690, 50
Waypoint14 = -1424, -719, 50

[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 = True

;;; 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 13th, 2007, 3:20 pm
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
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floridasmb (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Ok, I made a long !@#$%^&* post but I am just going to keep it simple :

I go to forest ruins, I run eq2 scripts. I find eq2harvester.js and click start. (I have run in compatibility mode and not, neither work)

He just sits there and does nothing. I get a Loading..... like 40 times then it just stops. I have no idea why it doesnt work. here is my file :
(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
/*
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 = The Bazaar
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 = 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 harvestin
;Reply2 = I'm harvesting 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 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 = -1290, -717, 50
Waypoint2 = -1249, -725, 50
Waypoint3 = -1219, -754, 50
Waypoint4 = -1181, -769, 50
Waypoint5 = -1174, -729, 50
Waypoint6 = -1206, -703, 50
Waypoint7 = -1233, -673, 50
Waypoint8 = -1264, -645, 50
Waypoint9 = -1304, -651, 50
Waypoint10 = -1340, -674, 50
Waypoint11 = -1380, -672, 50
Waypoint12 = -1421, -664, 50
Waypoint13 = -1452, -690, 50
Waypoint14 = -1424, -719, 50

[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 = True

;;; 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


Did you also get a little quote saying how silly you are?

Your sillyness tag is set to true. Now, as I said in my first post, read the script before running it. Also change your debug level to 4, unless you are posting a log file (in which case it's usually a good idea to change to as high as possible, ie 10).


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Posted: January 13th, 2007, 3:24 pm
 
un0riginal

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And lalenea, not forgotten you I am going to do some tests soon as I get chance. Just very busy at work this week.


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Posted: January 13th, 2007, 4:39 pm
 
floridasmb
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Thanks amigo... I should feel dumb but I dont lol. I have never ever done anything like this. I did read that .ini file like 25 times, but having never read anything set up like that it was very confusing.

I will give it a try and hopefully it works, thanks bro.


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Posted: January 13th, 2007, 5:04 pm
 
floridasmb
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Ok, looks like it it up and running, thansk so much for this guide you put together... Truly if you hadn't I woudl not be able to run it. I do have a few questions :

1. When I set up auto-waypoints (hit N), what is the general idea here? Is it setting a boundry to where the BOT can go? Is it goign to follow that specific path all the time? How does it work?

2. Can I use my Magic Carpet while doing it?


Thanks for all your help bro. I only have 1 arm (the other is broken) so this program is perfect for me.


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Posted: January 13th, 2007, 6:31 pm
 
un0riginal

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Ill answer 2 first to get it out of the way .. Yes you can use any mode of transportation you have at your disposal.

OK back to 1.

Using HBmakepath when you use N it automatically creates you a new waypoint as soon as you get to the boundry of your old one. You should have noticed that pg up and pg down increase and decrease the range. If you were to decrease this to 0 in autowaypoint mode it will just start spamming waypoints as you are always at your max range. If you change it to 50 (default) then every time you have moved 50 it creates another one.

Obviously the best way to create waypoints is to use a mixture of the 2. It would be impracticle to just set each one manually and equally so it would be naive to only run around on auto and expect your bot not to get stuck. You need to play around and increase it for the open spaces and pull it back for tight areas, turning auto off where necessary and adding a few 0 range waypoints to get through sticky areas.

Have fun and glad its working for you.


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Posted: January 13th, 2007, 7:03 pm
 
floridasmb
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If you change it to 50 (default) then every time you have moved 50 it creates another one.

ok, then my question is : 50 is 50 what in game? What measurement is beign used to calculate 50?


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Posted: January 13th, 2007, 7:22 pm
 
un0riginal

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50 in game measurements of units. I presume it is supposed to represent feet, but it really does not matter. If you move around using /loc to get your current location you will notice that it changes on x, y, z axis (actually i think its x, z, y but thats just being difficult), so from whatever location you have .. walk a bit in one direction spamming /loc once you have gone 50 .. stop and look back to where you started. That is 50.


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Posted: January 13th, 2007, 9:10 pm
 
floridasmb
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ok, that makes sense.

Im about to lose it though, this pathing thing just isnt making sense to me.

I did a simple little path in Antonica, 5 waypoints all in a nice open earea at that McQuibbles Farm or whatever and he was running past almost every node... he would go by it like 150 then do an exact 180, go by it again, do a 180 then go harvest it.. then go to the next waypoint and run past like 30 nodes....

Can you or SOMEONE please copy and paste a good waypoint series for Antonica, Thundering Steppes or Nektulos PLEASE. I need to see how it is written and then how it works. Also, if you could post a good complete UI that would help me too, need to make sure my settings are somewhat correct.

Sigh, I hope I get this.


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Posted: January 13th, 2007, 9:17 pm
 
lalenea

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un0riginal (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
And lalenea, not forgotten you I am going to do some tests soon as I get chance. Just very busy at work this week.


ty, take your time :o


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Posted: January 14th, 2007, 11:19 am
 
un0riginal

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floridasmb (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
ok, that makes sense.

Im about to lose it though, this pathing thing just isnt making sense to me.

I did a simple little path in Antonica, 5 waypoints all in a nice open earea at that McQuibbles Farm or whatever and he was running past almost every node... he would go by it like 150 then do an exact 180, go by it again, do a 180 then go harvest it.. then go to the next waypoint and run past like 30 nodes....

Can you or SOMEONE please copy and paste a good waypoint series for Antonica, Thundering Steppes or Nektulos PLEASE. I need to see how it is written and then how it works. Also, if you could post a good complete UI that would help me too, need to make sure my settings are somewhat correct.

Sigh, I hope I get this.


It is not a good idea to post established waypoints (i.e ones that you have spent a long time refining), more likely than not SOE have people who read these boards and then all they would have to do is put a script in that would see how many people ran to these exact co-ords over a set period of time.

But if your running past all your nodes it means your not even attempting to harvest. Post your .ini and I will have a look. Don't forget to use code tags.

But


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Posted: January 14th, 2007, 11:50 am
 
floridasmb
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Ok, after a long time I got it working no prob with waypoints and all is good.

one prob though and it is the only prob : The only time when things go bad/wrong is when i am running (in bot mode) and it does a MobDB Update thingie... It is no problem when i am standing still. But if I am running and it does the update MobDB, I sometimes go 50-100 past my Waypoint and that is when I end up over a cliff or in the ocean etc... Is there any way to change this to only update MOBs at a complete stop or something?


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