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EQ2 and Harvester 1.0 - Updated Howto guide : EverQuest 2 Premium Discussions - Page 5

Posted: January 20th, 2007, 11:06 pm
 
floridasmb
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You a correct, that was rediculous... I was just so freaking mad. I have tried every possible angle for 3 days now.. spent about 8 hours on it. I finally lost it and posted here, was dumb I admit it.. sorry if I offended anyone.

I will try to run itin same resolutions and post what happens


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Posted: January 20th, 2007, 11:34 pm
 
floridasmb
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Ok, I tried about every combo of desktop reso and windowed mode to full screen mode and about every resolution. 8 more tries and exact same thing.

Also, mouse demo has never run once, that is what I try first.

Just in case this might matter, here is what is checked in options :

Auto update Plugins
Display Logo
Use Random FIlenames
Hook DX8
Hook DX9

there ya go, any ideas?


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Posted: January 21st, 2007, 7:11 am
 
dandersen
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Desktop and ingame resolution to 1024x 768.. and run script in compability mode.
try this too first..

Q: Im getting the following error: "WARNING: Requested DirectX9 Screen Format may be incompatable with XUnleashed. "
A: Set your screen resolution to like 1024x768 and use 32 bit colors.

A2: open your Xunleashed then go to the options tab.. Once there instead of setting it on EQ2(or whatever ur playing) turn it to Xunleashed V3: DirectX 8 Test, lauch that and a little window will show up with the xunleashed logo bouncing around. Once in there bring up the toolbar by taking the mouse to the bottom of the screen and click your Xunleashed V2 Scripts Tab. Then start the mouse demo and it should work(itll move your mouse around and stuff). Once you have done that hit exit on the window and return to the options tab and change it back to ''your game'' then launch it as u normally would. Once your in game screen try your mouse demo, it should work. Va la problem fixed now when u launch other scripts it wont stop them immidiatley and the should work like a charm. ENJOY please repost if this fix works for u!


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Posted: January 21st, 2007, 10:27 am
 
floridasmb
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n/m read my post below plz


Last edited by Guest on January 23rd, 2007, 12:20 am, edited 1 time in total.

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Posted: January 22nd, 2007, 4:51 am
 
un0riginal

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Joined: November 20th, 2006, 4:39 am
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So weird .. I never use the original screen settings and yet I have never had any problems at all.

Anyway, with regards to overshooting you can increase how often your bot checks its location. This is mentioned in the HBmakepath posts .. I am really busy right now but if you haven't found it by time I get chance to think for 5mins I will dig it out.


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Posted: January 22nd, 2007, 9:39 am
 
floridasmb
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n/m below plz


Last edited by Guest on January 23rd, 2007, 12:21 am, edited 1 time in total.

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Posted: January 23rd, 2007, 12:01 am
 
floridasmb2
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Here is my harvester.ini :
(!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 = 4
EQIIDir = C:\Program Files\Sony\EverQuest II\
Server = The Bazaar
MinPress = 56
CalibrateMinPress = True
Verifies = 10
PreciseMovement = False

;;;; Harvester Section
; MaxHarvestTime Maximum seconds to wait for a harvest to complete
; HeaderLine Display harvesting info on what line ? 0 is None
; AvoidPlayerRadius How far can a player be and be avoided?
; WriteIni Do we write an Ini file with statistics added?
;;; True means to update the current Ini file.
;;; A valid path\filename or just a filename will
;;; create a new Ini file, blank will not write Ini.
;;; NOTE: Ini file will be reformated slightly but
;;; comments will Not be lost or reformatted, you may
;;; wish to backup your INI file!
; HotKeyBar If blank, don't use hotkeys
;;; NOTE: 0 WILL use hotkey bar 0.
; HotKeyBarReset Return to what hotbar on exit? blank means 1
; CreapMax When too far away, how often to try to creap up
; SpeakAll Speak all harvests? Audible bot monitoring...
;; NOTE: DebugLevel 4 speaks all harvests and collections
;; reguardless of this flag.

[Harvester]
MaxHarvestTime = 6
HeaderLine = 5
AvoidPlayerRadius = 10
WriteIni = True
HotKeyBar = 5
HotKeyBarReset = 1
CreapMax = 8
SpeakAll = True

;;;; KeyConfig Section
;; These are pretty self evident, ReadMe.BuffBot.ini has some
;; documentation about special keys if you are wondering about your
;; key, like {numlock} or {numpad6} or something but these are NOT
;; key sequences so +3,4,+1 would not work here, these are straight
;; keys names.
;;
;;; NOTE to programmers, all classes look in KeyConfig for keys
;;
; PausedLine Line to display Paused Info on when paused.
; MaxTries How often to we press tab trying to find a target
; NextMob What key to press for next mob (usually tab)
; AutoRun Key to press and run without holding the key
; Forward Key to press to move forward while holding it.
; Backward Key to press to move backward
; Left Key to pivot left
; Right Key to pivot right
; Jump Key to jump
; TargetSelf Key to target yourself for buffs that require it.
; Shutdown Key to shutdown bot completely
; NearestPC Key to target nearest PC (NOT NPC)
;;; If this is defined then the harvester will Avoid Players
;;; by attempting to target them before trying to target nodes
;;; If this is blank Avoiding players is off.
; NearestNPC Key to target nearest NPC
; DeTarget Key to remove target (F6 by default is target last
;; group member... you're not harvesting in a full group
;; right?)
;;; ANY CHAT (or Pause) key that isn't there is disabled.
; Pause Key to pause the bot. (for chatting?)
; CommandChat Key to start chat command ie /g for group or /gu
;;; for guild chat or even /smile to send an emote.
; Reply Alternate key to start chatting (Reply to tells)
; ToggleChat Key to toggle chatting
;;; If you paused with any of the above chat keys OR with the
;;; toggle chat key, hitting the toggle chat key will unpause.
; Unpause Key to unconditionally unpause.
;;
;;; This may sound complex but should act very intuitively, if
;;; you hit R to reply or / to type a command or enter to
;;; enter text it will automatically pause for you, when you
;;; complete your command you will hit enter and terminate the
;;; pause. If for any reason you get out of sync you hit ESC
;;; which gets you out of chat in game AND out of pause on the
;;; bot and puts you back in sync.
;;;

[KeyConfig]
PausedLine = 8
MaxTries = 20
NextMob = {Tab}
AutoRun = [numlock]
Forward = W
Backward = S
Left = A
Right = D
Jump = {SPACE}
TargetSelf = {F1}
Shutdown = {Del}
NearestPC = {F7}
NearestNPC = {F8}
DeTarget = {F6}
Pause = {Ins}
CommandChat = /
Reply = R
ToggleChat = {Enter}
Unpause = {Esc}

;;;; Events Section
;;; This section tells the bot what to do when certain things
;; happen, we got a tell, do we quit? Can't get unstuck, /quit?
;; Having a tell sound does not prevent exit on tell, etc, use
;; the ones you want, mix them up the way you like.
;;
;;; NOTE: My previous bot had /quit on events which makes no
;; sense to me, /quit takes you to char select screen and doesn't
;; let EQ2 clean up the memory it has wasted with all it's memory
;; leaks, /exit gives a clean start. EQ2 DOES havea lot of
;; memory leaks and it is a very good idea to reboot EQ2 OFTEN
;; unless you have over 2Gig of memory just for EQ2. I NEVER use
;; /quit but for those who do...
;; You could get fancy and make this string a tell if you are
;; multi boxing... /tell MyNick I'm exiting with an unrecoverable
;; problem, get over here and check me! 8^)
;;;
; ExitString What do we send to exit? /exit or /quit or ...?
;;; NOTE: If this is not defined the below will simply cause
;;; the program to hit enter, send nothing, hit enter. Not
;;; very usefull.
; ExitOnStuck We are stuck and can't get out, send ExitString?
; ExitOnInvFull Inventory is full send ExitString?
; ExitOnTell Should we send ExitString when we get a tell?
; ExitOnExit Send ExitString when the program terminates?
;; This prevents your bot from standing for hours
;; over night if the script exits for some reason.
;;; NOTE: ExitOnExit is safer, although a few seconds
;;; slower, than the 2 above. Especially if you are using
;;; WriteIni, because the ExitString is not sent till very
;;; last, assuring a clean exit from the script. Although
;;; becoming Stuck or InvFul always terminate the script, the
;;; ExitOn... exits are done instantly. XU may not complete
;;; the script under those conditions and so may not write out
;;; your updated Ini.
; HarvestFor Timed harvesting, exit after HarvestFor minutes.
;;; Use 0 or blank to disable timed harvesting. All
;; numerical values accept decimals, .1 or .5 would be 1/10
;; of a minute (about 6 seconds) .5 would be 30 seconds.
; SpeakTell speak all tells (Very cool)
; ReplyOnce Keep track of each person and send one reply only
;; even if they keep sending tells, it will send Reply1 then
;; Reply2, etc but each person will only get one, if there is
;; only one Reply1 all will get the same reply.
; Reply# Do you want to reply to tells? if you set ANY of
;; these you will reply with them in the order they are
;; listed rotating back to 1 when the list is done. You can
;; have as many of these as you would like. Replies will be
;; given after random 5-10 seconds to simulate typing time.
;; Although ExitOnTell and Replies are supported, due to the
;; 5-10 second delay your reply may not go out before the
;; ExitString is sent.

[Events]
ExitString = /exit
ExitOnStuck = False
ExitOnInvFull = False
ExitOnTell = False
ExitOnExit = False
HarvestFor = 0
SpeakTell = True
ReplyOnce = False
;Reply1 = I'm a 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 = False
HarvestTrivial = False

[Misc]
HotKey = 3
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!
;;
;; [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

[Everfrost]
WayPointSection = EverF
COLLECT = ?
ORE = frigid ore
STONE = blizzard stone
WOOD = corroded arbor
SHRUB = glacial shrubbery
ROOTS = wintry roots
DEN = animal den
MISC = !
[EverF]
Waypoint1 = -275, -235, 0, stop
Waypoint2 = -250, -269, 40, stop
Waypoint3 = -218, -294, 40, stop
Waypoint4 = -239, -331, 40, stop
Waypoint5 = -255, -369, 40, stop
Waypoint6 = -275, -330, 0, direct
Waypoint7 = -309, -306, 40, stop
Waypoint8 = -339, -278, 40, stop
Waypoint9 = -344, -238, 40, stop
Waypoint10 = -359, -276, 40, stop
Waypoint11 = -346, -316, 40, stop
Waypoint12 = -350, -358, 0, direct
Waypoint13 = -382, -332, 40, stop
Waypoint14 = -373, -372, 40, stop
Waypoint15 = -409, -352, 40, stop
Waypoint16 = -449, -350, 40, stop
Waypoint17 = -489, -354, 40, stop
Waypoint18 = -530, -358, 0, direct
Waypoint19 = -557, -325, 40, stop
Waypoint20 = -596, -316, 40, stop
Waypoint21 = -622, -284, 40, stop
Waypoint22 = -651, -253, 40, stop
Waypoint23 = -692, -249, 40, stop
Waypoint24 = -682, -291, 0, direct
Waypoint25 = -659, -326, 40, stop
Waypoint26 = -626, -350, 40, stop
Waypoint27 = -590, -369, 40, stop
Waypoint28 = -548, -367, 40, stop
Waypoint29 = -507, -360, 40, stop
Waypoint30 = -466, -353, 0, direct
Waypoint31 = -426, -347, 40, stop
Waypoint32 = -384, -345, 40, stop
Waypoint33 = -346, -330, 40, stop
Waypoint34 = -322, -296, 40, stop


[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
[/quote]


Reply with quote
Posted: January 23rd, 2007, 12:13 am
 
floridasmb2
floridasmb2's Reps:
User avatar
ok, here is part of my xunleashed ini file I cut and pasted the first part where I got a few errors and the end where some more were (it wouldnt let me post all of it for some reason, so I am making 2 posts with it:
(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
01/23/07 09:21:31 AM



***** XUnleashed Trace Log Started: Tuesday, January 23, 2007 09:21:31





01/23/07 09:21:31 AM Registered XUnleashed Controls...

01/23/07 09:21:31 AM Registered XUScriptHelper...

01/23/07 09:21:31 AM XUnleashed Client: Click Play to begin...

01/23/07 09:22:52 AM XUnleashed Client: Updating 3rd Party Plugins and Services...

01/23/07 09:22:52 AM XUnleashed Client: Patching Wyvern's EQ2 Servicer

01/23/07 09:22:52 AM XUnleashed Client: Retrieving the file: update

01/23/07 09:22:52 AM XUnleashed Client: Redirecting to alternate patch server. . .

01/23/07 09:22:53 AM XUnleashed Client: Retrieving the file: EQ2ServiceNews.txt

01/23/07 09:22:53 AM XUnleashed Client: Redirecting to alternate patch server. . .

01/23/07 09:22:53 AM XUnleashed Client: Retrieving the file: Global.map

01/23/07 09:22:53 AM XUnleashed Client: Redirecting to alternate patch server. . .

01/23/07 09:22:53 AM XUnleashed Client: Patching complete. . .

01/23/07 09:22:53 AM XUnleashed Client: Connecting to XUnleashed...

01/23/07 09:22:53 AM XUnleashed Client: Authenticating User...

01/23/07 09:22:54 AM XUnleashed Client: Connected...

01/23/07 09:22:54 AM Using Alternate Hooking. . .

01/23/07 09:22:54 AM XUnleashed Client: Launching. . .

01/23/07 09:23:21 AM Found Target Process: EverQuest2.exe

01/23/07 09:23:22 AM Config Option: Display Logo

01/23/07 09:23:22 AM Config Option: Hook DirectX8

01/23/07 09:23:22 AM Config Option: Hook DirectX9

01/23/07 09:23:22 AM Config Option: Hook DirectInput

01/23/07 09:23:22 AM Initializing COM Objects. . .

01/23/07 09:23:25 AM Direct3D9 Detected

01/23/07 09:23:25 AM Starting Services. . .

01/23/07 09:23:25 AM ------->FOUND A StandardSERVICE: XUnleashed Windows Input Service

01/23/07 09:23:25 AM CXUWinInput::Initialize()

01/23/07 09:23:25 AM Starting the 3rd Party Services...

01/23/07 09:23:25 AM ------->FOUND A 3rd Party Service: Wyvern's EQ2 Servicer

01/23/07 09:23:26 AM Starting Plugins. . .

01/23/07 09:23:26 AM ------->FOUND A STANDARD Plugin: XUnleashed V4 EXhume Scripts

01/23/07 09:23:26 AM Loading Window Schema. . .

01/23/07 09:23:26 AM ------->FOUND A STANDARD Plugin: XUnleashed V2 Triggers

01/23/07 09:23:26 AM Loading Window Schema. . .

01/23/07 09:23:26 AM ------->FOUND A STANDARD Plugin: XUnleashed V2 Macros

01/23/07 09:23:26 AM Loading Window Schema. . .

01/23/07 09:23:26 AM ------->FOUND A STANDARD Plugin: XUnleashed V2 Scripts

01/23/07 09:23:26 AM Loading Window Schema. . .

01/23/07 09:23:26 AM FOUND: Direct3DCreate9

01/23/07 09:23:26 AM Attempting to lock onto Client. . .

01/23/07 09:23:26 AM WARNING: Requested DirectX9 Screen Format (15) may not be compatable with XUnleashed.

01/23/07 09:23:26 AM Contact XU to have them add this format!!!

01/23/07 09:23:26 AM FOUND: Direct3D9::CreateDevice()

01/23/07 09:23:26 AM DETECTED: Direct3DDevice9 Reset

01/23/07 09:23:26 AM WARNING: Requested DirectX9 Screen Format may be incompatable with XUnleashed.

01/23/07 09:23:26 AM FOUND: Direct3DDevice9::Present

01/23/07 09:23:26 AM Initializing DX9 BackBuffers...

01/23/07 09:23:33 AM DETECTED: Direct3DDevice9 Reset

01/23/07 09:23:33 AM WARNING: Requested DirectX9 Screen Format may be incompatable with XUnleashed.

01/23/07 09:23:33 AM FOUND: Direct3DDevice9::Present

01/23/07 09:23:33 AM Initializing DX9 BackBuffers...

01/23/07 09:24:16 AM XUScriptHelper->Creating Script Engine (JScript). . .

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: XUScriptHost

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: Win32API

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: VirtualKey

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: Memory

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: SystemInfo

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: MemoryBasicInformation

01/23/07 09:24:16 AM XUScriptHelper->AddScriptItem: XUScriptPlugin

01/23/07 09:24:16 AM XUScriptHelper->Executing Script: /*

Application Version: EQ2Harvesterv01.00

Application Date: 10/24/2005 12:52

Author: Watcher

Creation Date: 6/10/2005



Short Description:





Long Description:



*/



try {

// You will need to change this to your directory to do OUT OF GAME testing.

if (typeof(XUScriptHost) == 'undefined') {

var XUScriptsDir = 'C:\\Games\\XUnleashed\\scripts\\';

// Needed to start loading.

} else {

var XUScriptsDir = XUScriptHost.GetXUnleashedDirectory()+'\\scripts\\';

}



ApplicationName = 'EQ2Harvester'; // Change to your app name



var SubDir = ApplicationName+'\\';

// This is my working/testing dir, comment this and it

// looks in scripts instead, change it for a different

// working dir, ie. EQ2Harvester

var WorkingDir = XUScriptsDir+SubDir;



eval(getFileData(WorkingDir + 'XULib.js'));

// eval(getFileData(WorkingDir + 'NoXULib.js'));

eval(getFileData(WorkingDir + 'Globals.js'));

eval(getFileData(WorkingDir + 'MyLib.js'));

eval(getFileData(WorkingDir + 'utils.js'));

eval(getFileData(WorkingDir + 'IniClass.js'));

eval(getFileData(WorkingDir + 'DisplayClass.js'));

eval(getFileData(WorkingDir + 'LoggerClass.js'));

eval(getFileData(WorkingDir + 'DebugClass.js'));

eval(getFileData(WorkingDir + 'TimerClass.js'));

eval(getFileData(WorkingDir + 'KeyHookClass.js'));

eval(getFileData(WorkingDir + 'ParseLogClass.js'));

eval(getFileData(WorkingDir + 'NavigateClass.js'));

eval(getFileData(WorkingDir + 'MobClass.js'));

eval(getFileData(WorkingDir + 'BuffClass.js'));

eval(getFileData(WorkingDir + 'WaypointClass.js'));

eval(getFileData(WorkingDir + 'HarvestClass.js'));

// At this point you should be able to use any function or class in any

// of the above files

// First let's do the basic setup.

print('All code files evaled');

// ************************************************

// ************* Setup Begins Here **************

// ************************************************

try {

oSvcObj = XUScriptPlugin.GetService("EQ2Service.Service");

} catch (e) {

throw("Unable to instantiate EQ2 service object"+e.description);

}

oSvcObj.updateData();

ZoneName = oSvcObj.ZoneName;

// let's trim instance numbers off first if needed.

if (ZoneName.charAt(ZoneName.length - 1).match(/[0-9]+/)) {

ZoneName = ZoneName.substring(0, ZoneName.trim().lastIndexOf(' '));

} else {

ZoneName = ZoneName.trim();

}

PlayerName = oSvcObj.PlayerName;



// Ini first so others can read from it

// log second so others can log

// Display third, needed for debug

// Debug fourth so others can use it.

oIni = new IniClass(WorkingDir+ApplicationName + '.ini');

oLog = new LoggerClass(WorkingDir+ApplicationName + '.log', oIni);

oDisplay = new DisplayClass(oIni);

oDebug = new DebugClass(oLog, oDisplay, oIni);



oDebug.print('Full Debugging available.', 8);

// Many classes below here will report if oDebug exists under that name

// although you can use any name you would like and it will still work.

if (oIni.setSection('Sillyness') && oIni.getKey('Imsilly').toBool()) {

throw("You MUST read the Ini file and configure this bot,\n"+

"do NOT post to the boards about how it doesn't work\n"+

"you will just look Silly, TRUST ME. Read the ini file\n"+

"and configure the bot to your liking!");

}

oDebug.log('Base classes initialized and ready.', 8);

if (!oIni.setSection('Language') && (LogLang = oIni.getKey('LogLanguage'))) {

throw('Language section in INI required.');

} else if (!oIni.setSection(LogLang)) {

throw('LogLanguage key does not describe a valid section.');

} // We are set to our Log string section.

oKH = new KeyHookClass();

oTimers = new TimerClass();

oBuffs = new BuffClass(oSvcObj, oIni, PlayerName);

oMe = new NavigateClass(oSvcObj, oDebug, oKH, oIni);

oMe.setEveryLoop(navEveryLoop);

oWP = new WaypointClass(oMe, oIni);

oMob = new MobClass(oSvcObj, oDebug, oMe, oIni);

oMob.addFunction(customFunction);



oDebug.separator(2);

oKH.addRealSleep(RealSleep);

oKH.addRunOnce(RunOncePerSleep);

oIni.setSection('KeyConfig');

oDebug.separator(2);

if (oIni.getKey('Pause', '')) {

oKH.addKey(oIni.getKey('Pause'), startChat);

}

if (oIni.getKey('CommandChat', '')) {

oKH.addKey(oIni.getKey('CommandChat'), startChat);

}

if (oIni.getKey('Reply', '')) {

oKH.addKey(oIni.getKey('Reply'), startChat);

}

if (oIni.getKey('ToggleChat')) {

oKH.addKey(oIni.getKey('ToggleChat'), toggleChat);

}

if (oIni.getKey('Unpause', '')) {

oKH.addKey(oIni.getKey('Unpause'), endChat);

}

ChatHeader = oIni.getKey('PausedLine', 8);

ChattingMsg = "Paused while chatting, press '"+

oIni.getKey('ToggleChat').trim(new Array('{','}'))+"' or '"+

oIni.getKey('Unpause').trim(new Array('{','}'))+"' to UNPause.";

oKH.addKey(oIni.getKey('ShutDown', '{del}'), shutdownPressed);



oDisplay.header("EQ2Harvester ("+LogLang+"): '"+

oIni.getKey('ShutDown', '{del}').trim(new Array('{','}'))+"' to quit.", 1);

oDisplay.header("Pause with: '"+

(tmp = oIni.getKey('Pause', '').trim(new Array('{','}')))+

(tmp == ''?"'":"' or '")+

(tmp = oIni.getKey('CommandChat', '').trim(new Array('{','}')))+

(tmp == ''?"'":"' or '")+

(tmp = oIni.getKey('Reply', '').trim(new Array('{','}')))+

"' UnPause bot with: '"+

(tmp = oIni.getKey('Unpause', '').trim(new Array('{','}')))+

"' Toggle Chat with: '"+

(tmp = oIni.getKey('ToggleChat', '').trim(new Array('{','}')))+"'",

2);

// oKH.addKey('{end}', endPressed);

// oKH.addKey('{home}', homePressed);

// oKH.addKey('{pgup}', pgupPressed);

// oKH.addKey('{pgdn}', pgdnPressed);

// oKH.addKey('{numlock}', numlockPressed);

oDebug.separator('All Keys installed.', 3);



oIni.setSection('Main');

var PreciseMovement = oIni.getKey('PreciseMovement', false).toBool();

var GameLogFile = EQ2FindLog(oIni.getKey('eqiidir'), oIni.getKey('server'));

if (GameLogFile == '') {

oDebug.status('Game log file not found!');

// there is no exit script so

throw('Game log file required, aborting.');

}

oGameLog = new ParseLogClass(GameLogFile);

oDebug.separator(2);

oHarvest = new HarvestClass(oIni, oDebug, oWP, oMob, oGameLog, oKH);



SoundDB = new Array();

if (oIni.setSection('Sounds')) {

SoundDB['Tell'] = CheckFile(oIni.getKey('Tell'));

SoundDB['Stuck'] = CheckFile(oIni.getKey('Stuck'));

SoundDB['InvFull'] = CheckFile(oIni.getKey('InvFull'));

SoundDB['Uncommon'] = CheckFile(oIni.getKey('Uncommon'));

SoundDB['Rare'] = CheckFile(oIni.getKey('Rare'));

} else {

SoundDB['Tell'] = '';

SoundDB['Stuck'] = '';

SoundDB['InvFull'] = '';

SoundDB['Uncommon'] = '';

SoundDB['Rare'] = '';

}

oDebug.startSection('Main Config', 3);

oDebug.log('Tell Sound\t= '+SoundDB['Tell'], 3);

oDebug.log('Stuck Sound\t= '+SoundDB['Stuck'], 3);

oDebug.log('InvFull Sound\t= '+SoundDB['InvFull'], 3);

oDebug.log('Uncommon Sound\t= '+SoundDB['Uncommon'], 3);

oDebug.log('Rare Sound\t= '+SoundDB['Rare'], 3);

oGameLog.addRE('(\\w+):\\1\\\\/a '+oIni.getKey('TellsYou', 'tells you', LogLang)+


And here is the bottom posrtion of the same file (it wouldnt let me post a lot of it for some reason.. but this seems where errors start)

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
// Ret:

function endPressed(key) {

}

function insPressed(key) {

}

function homePressed(key) {

}

function pgupPressed(key) {

}

function numlockPressed(key) {

}

function pgdnPressed(key) {

var spawnID;



}



// Needed to include other files

function getFileData(FileName) {

var syntax = this.ClassName+'getFileData(FileName): ';

var oFileFSO, oFile, tmp, ForReading = 1;



if (FileName == undefined) {

return('');

}



oFileFSO = new ActiveXObject('Scripting.FileSystemObject');

try {

var oFile = oFileFSO.OpenTextFile(FileName, ForReading);

} catch (e) {

print('getFileData: ' + FileName + ' not found');

XUScriptHost.Sleep(2000);

e.description += FileName;

throw(e);

}

tmp = oFile.ReadAll();

oFile.Close();

return(tmp);

}







01/23/07 09:24:17 AM Looking for 3rd Party Service for services\EQ2Service.Service

01/23/07 09:24:37 AM Uninitializing XUnleashed. . .

01/23/07 09:24:37 AM ERROR: Failed to free memory. Memory Leak Detected.

01/23/07 09:24:37 AM ERROR Code: Cannot create a file when that file already exists.


Last edited by Guest on January 23rd, 2007, 6:43 am, edited 5 times in total.

Reply with quote
Posted: January 23rd, 2007, 12:18 am
 
floridasmb2
floridasmb2's Reps:
User avatar
By the way, HBMakepath works perfect, it is EQ2Hatvester that isn't working. The mousedemo works fine as well.

Now, I run the directx8 test exactly liek you said and for this puter it does NOT work :( it wokred great for my first puter. I tried this one tonight and no dice, sigh. The 2 posts above are the 2 files that the prob should be in.

I have an AMD Sempron 3400+, 2.5 gigs ram, windows XP home SP2 and a Nvidia geforce 7600 GS. It will not run. I tried every screen resolution comobo, EQ2 in windowed mode and not windowed mode, compatibility mode on and off... nothing worked. Let me know if you can identify anything, thanks.


Reply with quote
Posted: January 23rd, 2007, 8:48 am
 
floridasmb2
floridasmb2's Reps:
User avatar
Wow, I actually figured the damn thing out after about 12 hours... and of course it was SO simple.

My prob was Direct X9, but it was the SOUND part.

On my other puter I do not have a sound card (only the onboard one) and it was disabled. I went into CMOS and enabled it and BOOM.. got it running perfect.

Amazing isnt it? Freaking sound turned off in CMOS caused me all this stress..


Reply with quote
Posted: January 23rd, 2007, 9:56 pm
 
seyden
seyden's Reps:
User avatar
WTG
Glad you figured it out ..... been trying to duplicate it on my system and wasnt able to ... hmm will jack up my sound card settinsga dn see what happens. Thansk for stating what actually fixed your issue too incase soem one else has teh same issue.


Reply with quote
Posted: January 24th, 2007, 5:57 pm
 
spunky
spunky's Reps:
User avatar
That is the log file...
Error 0...doesn't move...doesnt do anything


(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
[01/24 20:51] Logging initialized: C:\XUnleashed\scripts\EQ2Harvester\EQ2Harvester.log
[01/24 20:51] ------------------------------------
[01/24 20:51] ----- Start LoggerClass config -----
WriteDate = false
ShowSeconds = false
ShowYear = false
SectionChar = -
SeparatorChar = *
SeparatorCount = 20
SeparatorDate = false
ContinuedLinePrefix= >->-
MaxLineLen = 80
---------- End LoggerClass config ----------
--------------------------------------------
------------------------------------------------
---------- Start DisplayClass config ----------
ScrollUp = true
LineHeight = 20
XOffset = 100
YOffset = 300
HeaderLines = 11
StatusLines = 5
---------- End DisplayClass config ----------
----------------------------------------------
------------------------------------------
---------- Start Voice Section ----------
Volume = 75
Voice = Microsoft Sam
Device = Realtek AC97 Audio
---------- End Voice Section ----------
----------------------------------------
DebugClass initialized, level set to 8
Full Debugging available.
Base classes initialized and ready.
TimerClass initialized and ready.
KeyHookClass initialized and ready.
TimerClass initialized and ready.
TimerClass initialized and ready.
--------------------------------------------
---------- Start BuffClass config ----------
TargetSelf = F1
No [] section found.
---------- End BuffClass config ----------
------------------------------------------
TimerClass initialized and ready.
--------------------------------------------
---------- Start Navigator config ----------
AutoRun = {numlock}
Forward = w
Backward = s
Left = a
Right = d
Jump = {SPACE}
MinTolerance = 4
MaxTolerance = 6
MaxTurnTries = 5
MaxStuckTries = 10
DoCreap = true
CreapToRange = 10
RunToRange = 12
IdleTime = 200
DebugLevel = 0
MinPress = 56
NavigateClass initialized and ready.
---------- End Navigator config ----------
------------------------------------------
------------------------------------------------
---------- Start WaypointClass config ----------
No section for found.
Main: Error (0)
Main: Error: WaypointClass-Constructor(NavigateClass, IniClass):
>->- WaypointClass-Constructor(NavigateClass, IniClass): Section not found.


Reply with quote
Posted: January 24th, 2007, 8:51 pm
 
lalenea

Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
User avatar
spunky (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
That is the log file...
Error 0...doesn't move...doesnt do anything


(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
[01/24 20:51] Logging initialized: C:\XUnleashed\scripts\EQ2Harvester\EQ2Harvester.log
[01/24 20:51] ------------------------------------
[01/24 20:51] ----- Start LoggerClass config -----
WriteDate = false
ShowSeconds = false
ShowYear = false
SectionChar = -
SeparatorChar = *
SeparatorCount = 20
SeparatorDate = false
ContinuedLinePrefix= >->-
MaxLineLen = 80
---------- End LoggerClass config ----------
--------------------------------------------
------------------------------------------------
---------- Start DisplayClass config ----------
ScrollUp = true
LineHeight = 20
XOffset = 100
YOffset = 300
HeaderLines = 11
StatusLines = 5
---------- End DisplayClass config ----------
----------------------------------------------
------------------------------------------
---------- Start Voice Section ----------
Volume = 75
Voice = Microsoft Sam
Device = Realtek AC97 Audio
---------- End Voice Section ----------
----------------------------------------
DebugClass initialized, level set to 8
Full Debugging available.
Base classes initialized and ready.
TimerClass initialized and ready.
KeyHookClass initialized and ready.
TimerClass initialized and ready.
TimerClass initialized and ready.
--------------------------------------------
---------- Start BuffClass config ----------
TargetSelf = F1
No [] section found.
---------- End BuffClass config ----------
------------------------------------------
TimerClass initialized and ready.
--------------------------------------------
---------- Start Navigator config ----------
AutoRun = {numlock}
Forward = w
Backward = s
Left = a
Right = d
Jump = {SPACE}
MinTolerance = 4
MaxTolerance = 6
MaxTurnTries = 5
MaxStuckTries = 10
DoCreap = true
CreapToRange = 10
RunToRange = 12
IdleTime = 200
DebugLevel = 0
MinPress = 56
NavigateClass initialized and ready.
---------- End Navigator config ----------
------------------------------------------
------------------------------------------------
---------- Start WaypointClass config ----------
No section for found.
Main: Error (0)
Main: Error: WaypointClass-Constructor(NavigateClass, IniClass):
>->- WaypointClass-Constructor(NavigateClass, IniClass): Section not found.


ini file pls


Reply with quote
Posted: January 24th, 2007, 9:24 pm
 
spunky
spunky's Reps:
User avatar
And here is the ini...

(!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 = Butcherblock
MinPress = 56
CalibrateMinPress = True
Verifies = 10
PreciseMovement = False

;;;; Harvester Section
; MaxHarvestTime Maximum seconds to wait for a harvest to complete
; HeaderLine Display harvesting info on what line ? 0 is None
; AvoidPlayerRadius How far can a player be and be avoided?
; WriteIni Do we write an Ini file with statistics added?
;;; True means to update the current Ini file.
;;; A valid path\filename or just a filename will
;;; create a new Ini file, blank will not write Ini.
;;; NOTE: Ini file will be reformated slightly but
;;; comments will Not be lost or reformatted, you may
;;; wish to backup your INI file!
; HotKeyBar If blank, don't use hotkeys
;;; NOTE: 0 WILL use hotkey bar 0.
; HotKeyBarReset Return to what hotbar on exit? blank means 1
; CreapMax When too far away, how often to try to creap up
; SpeakAll Speak all harvests? Audible bot monitoring...
;; NOTE: DebugLevel 4 speaks all harvests and collections
;; reguardless of this flag.

[Harvester]
MaxHarvestTime = 6
HeaderLine = 5
AvoidPlayerRadius = 10
WriteIni = True
HotKeyBar = 5
HotKeyBarReset = 1
CreapMax = 8
SpeakAll = True

;;;; KeyConfig Section
;; These are pretty self evident, ReadMe.BuffBot.ini has some
;; documentation about special keys if you are wondering about your
;; key, like {numlock} or {numpad6} or something but these are NOT
;; key sequences so +3,4,+1 would not work here, these are straight
;; keys names.
;;
;;; NOTE to programmers, all classes look in KeyConfig for keys
;;
; PausedLine Line to display Paused Info on when paused.
; MaxTries How often to we press tab trying to find a target
; NextMob What key to press for next mob (usually tab)
; AutoRun Key to press and run without holding the key
; Forward Key to press to move forward while holding it.
; Backward Key to press to move backward
; Left Key to pivot left
; Right Key to pivot right
; Jump Key to jump
; TargetSelf Key to target yourself for buffs that require it.
; Shutdown Key to shutdown bot completely
; NearestPC Key to target nearest PC (NOT NPC)
;;; If this is defined then the harvester will Avoid Players
;;; by attempting to target them before trying to target nodes
;;; If this is blank Avoiding players is off.
; NearestNPC Key to target nearest NPC
; DeTarget Key to remove target (F6 by default is target last
;; group member... you're not harvesting in a full group
;; right?)
;;; ANY CHAT (or Pause) key that isn't there is disabled.
; Pause Key to pause the bot. (for chatting?)
; CommandChat Key to start chat command ie /g for group or /gu
;;; for guild chat or even /smile to send an emote.
; Reply Alternate key to start chatting (Reply to tells)
; ToggleChat Key to toggle chatting
;;; If you paused with any of the above chat keys OR with the
;;; toggle chat key, hitting the toggle chat key will unpause.
; Unpause Key to unconditionally unpause.
;;
;;; This may sound complex but should act very intuitively, if
;;; you hit R to reply or / to type a command or enter to
;;; enter text it will automatically pause for you, when you
;;; complete your command you will hit enter and terminate the
;;; pause. If for any reason you get out of sync you hit ESC
;;; which gets you out of chat in game AND out of pause on the
;;; bot and puts you back in sync.
;;;

[KeyConfig]
PausedLine = 8
MaxTries = 20
NextMob = {Tab}
AutoRun = {numlock}
Forward = w
Backward = s
Left = a
Right = d
Jump = {SPACE}
TargetSelf = {F1}
Shutdown = {Del}
NearestPC = {F7}
NearestNPC = {F8}
DeTarget = {F6}
Pause = {Ins}
CommandChat = /
Reply = R
ToggleChat = {Enter}
Unpause = {Esc}

;;;; Events Section
;;; This section tells the bot what to do when certain things
;; happen, we got a tell, do we quit? Can't get unstuck, /quit?
;; Having a tell sound does not prevent exit on tell, etc, use
;; the ones you want, mix them up the way you like.
;;
;;; NOTE: My previous bot had /quit on events which makes no
;; sense to me, /quit takes you to char select screen and doesn't
;; let EQ2 clean up the memory it has wasted with all it's memory
;; leaks, /exit gives a clean start. EQ2 DOES havea lot of
;; memory leaks and it is a very good idea to reboot EQ2 OFTEN
;; unless you have over 2Gig of memory just for EQ2. I NEVER use
;; /quit but for those who do...
;; You could get fancy and make this string a tell if you are
;; multi boxing... /tell MyNick I'm exiting with an unrecoverable
;; problem, get over here and check me! 8^)
;;;
; ExitString What do we send to exit? /exit or /quit or ...?
;;; NOTE: If this is not defined the below will simply cause
;;; the program to hit enter, send nothing, hit enter. Not
;;; very usefull.
; ExitOnStuck We are stuck and can't get out, send ExitString?
; ExitOnInvFull Inventory is full send ExitString?
; ExitOnTell Should we send ExitString when we get a tell?
; ExitOnExit Send ExitString when the program terminates?
;; This prevents your bot from standing for hours
;; over night if the script exits for some reason.
;;; NOTE: ExitOnExit is safer, although a few seconds
;;; slower, than the 2 above. Especially if you are using
;;; WriteIni, because the ExitString is not sent till very
;;; last, assuring a clean exit from the script. Although
;;; becoming Stuck or InvFul always terminate the script, the
;;; ExitOn... exits are done instantly. XU may not complete
;;; the script under those conditions and so may not write out
;;; your updated Ini.
; HarvestFor Timed harvesting, exit after HarvestFor minutes.
;;; Use 0 or blank to disable timed harvesting. All
;; numerical values accept decimals, .1 or .5 would be 1/10
;; of a minute (about 6 seconds) .5 would be 30 seconds.
; SpeakTell speak all tells (Very cool)
; ReplyOnce Keep track of each person and send one reply only
;; even if they keep sending tells, it will send Reply1 then
;; Reply2, etc but each person will only get one, if there is
;; only one Reply1 all will get the same reply.
; Reply# Do you want to reply to tells? if you set ANY of
;; these you will reply with them in the order they are
;; listed rotating back to 1 when the list is done. You can
;; have as many of these as you would like. Replies will be
;; given after random 5-10 seconds to simulate typing time.
;; Although ExitOnTell and Replies are supported, due to the
;; 5-10 second delay your reply may not go out before the
;; ExitString is sent.

[Events]
ExitString = /exit
ExitOnStuck = False
ExitOnInvFull = False
ExitOnTell = False
ExitOnExit = False
HarvestFor = 0
SpeakTell = True
ReplyOnce = False
;Reply1 = I'm a 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 = -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


[TSROVRoute]
waypoint1= -69, 52, 50
waypoint2= -67, 82, 50
waypoint3= -79, 118, 50
waypoint4= -97, 156, 50
waypoint5= -95, 217, 50
waypoint6= -106, 252, 50
waypoint7= -64, 289, 50
waypoint8= -18, 332, 50
waypoint9= -36, 362, 50
waypoint10= -69, 414, 50
waypoint11= -137, 475, 50
waypoint12= -160, 507, 50
waypoint13= -208, 521, 50
waypoint14= -246, 535, 50
waypoint15= -289, 532, 50
waypoint16= -301, 495, 50
waypoint17= -325, 463, 50
waypoint18= -369, 437, 50
waypoint19= -413, 394, 50
waypoint20= -393, 351, 50
waypoint21= -404, 318, 50
waypoint22= -456, 301, 50
waypoint23= -496, 318, 50
waypoint24= -555, 344, 50
waypoint25= -607, 363, 50
waypoint26= -633, 411, 50
waypoint27= -610, 353, 50
waypoint28= -572, 285, 50
waypoint29= -540, 229, 50
waypoint30= -498, 174, 50
waypoint31= -459, 156, 50
waypoint32= -413, 172, 50
waypoint33= -376, 154, 50
waypoint34= -339, 133, 50
waypoint35= -289, 107, 50
waypoint36= -267, 119, 50
waypoint37= -257, 155, 50
waypoint38= -231, 177, 50


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;; 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


Enjoy :)) and thanks for the help


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Posted: January 25th, 2007, 2:41 am
 
un0riginal

Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
User avatar
Active User > 50 Posts
premium
spunky ... where are you running this? which zone.


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