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 EQ2 and Harvester 1.0 - Updated Howto guide : EverQuest 2 Premium Discussions
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Posted: December 12th, 2006, 5:24 am
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un0riginal
Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
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After taking a long time reading the forums and, more likely than not, through my own n00bness not getting it right first time I thought I would write an updated guide to getting harvester 1.0 working. I am collating information that is already there but I know it would have helped me and so I also hope it will help some other people.
First step, follow these parts of antiliphe's guide
antiliphe (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): 1. Register for the site and become a Premium member HERE.2. Download the Xunleashed Client from HERE.Notice: It's much easier if you put this file under one folder, an example would be C:/Xunleashed if you are usings windows. After you try to run the file it will extract lots of other files in the same directory. 3. Run the file if should come up and try to connect to the server to check for registration and updates.(Notice: If you have a router, firewall or antivirus the program might have trouble connecting. Try Turning off firewalls and antivirus' if the program does not start up or gives you a 12001 error. Something the server can be down and all you have to do is wait.) 4. Hit the launch button. Now go to the REGISTRATION tab at the top and type in the info you should have recieved when you signed up. 5. Now go to the OPTIONS tab at the top and select EverQuest 2. Try not to change any options, leave it at the defaults. 6. Now minimize it and download the Harvest bot/Script from HERE. Now uncompress the file and COPY AND PASTE the "EQ2Harvest" VBscript file and the "EQ2Harvest" folder into "C:/Xunleashed/Scripts"4. Then download the EQ2 Service by WyvernX from HERE. Put it on your Desktop and install it. If you tried the URL's that are linked you will be getting 404 errors, to try prevent this I am linking the forums they are posted in rather than a link to the actual files which will change. IF it doesn't work use your common sense. Xunleashed Follow the links to the left hand side, XUnleashed then Download Xunleashed, FORUM HERE which will take you straight to the right Forum EQ2 Service post is under The confirmed Macros, Scripts and Plugins Forum current version post HEREEQ2 Harvester 01.00 official is also under The confirmed Macros, Scripts and Plugins Forumactual post HEREEQ2 Harvester 01.00 update On page 23 of the Harvestbot 1 post there is an addendum to update node names. DOWNLOAD and APPLYThis only changes 2 of the files, not the main ini, if you find yourself skipping nodes that you are wanting to collect check the spelling in the zone setup sections, i know the one for feerrott roots was wrong, once changed it worked perfectly. You will also want to get the wonderful HBMakepath 1.00 Beta, forum as the above 2, actual post HERENow your ready to start ... editing  Ok as per antiliphe's post I am going to assume that you created a new directory at the root of your HD (for sake of argument lets say c:\) called Xunleashed (XU) or something similar. In this you installed XU and then downloaded the above files to the scripts directory (c:\XU\scripts). Install EQ2 service Run Xunleashedtest ALWAYS ALWAYS ALWAYS run this one, I don't know why, it just works ok  make sure everything is patched, close it down. Make sure you have extracted harvester and hbmakepath. Go into the harvester directory (C:\xu\Scripts\EQ2Harvester) and edit the EQ2Harvester.ini file. Now Read it, have you read it yet? Read it again. OK, you should now be fairly familiar with the layout, the instructions in this file are amazingly simple to follow and if you do follow it exactly you shouldn't have a problem. A couple things that may catch you out, you are going to have to change the direction controls to whatever you have mapped, if you have the default EQ settings then you should replace what is there under Keyconfi with something like this (only change what you need to, don't delete everything and only have this). (!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): AutoRun = {numlock} Forward = W Backward = S Left = A Right = D Jump = {SPACE}
Also I found it easier to output my stats to a seperate ini file so under Harvester you can change writeini = to a specific filename such as c:\XU\scripts\EQ2harvester\harveststats.ini This will create a NEW files called harveststats.ini, which at the bottom of will be appended the stats. DO NOT FORGET to make sure you have READ the whole of the ini file and made the appropriate changes, people really do not mind helping, but they will only laugh at you if you ask silly questions. All credit to korbinboh for this next bit, if you don't make this change you will just stand at where the node was and keep trying to harvest for ages. korbinboh (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): To fix the problem since the latest patch of attempting to harvest after the node is gone...
In the INI file... change in the [English] section
YouCannotHarvest= You cannot .* current target.
TO
YouCannotHarvest= no eligible target We have finished editing for now, so save it and close out, then copy it. It always pays to play safe! Now for the the fun. Load up XU using the xunleashedtest.exe Go to options scroll down and select everquest 2. At this point I have changed the EXE in the launch path to everquest2.exe rather than EQ2.exe, this is just my personal preference as it skips the patching process, obviously if you make this change you will have to ensure you run the patcher first to check for updates, cancel out and then run XU. I have Hook DX8 and 9 ticked, as well as use random filenames, once again you may have to play with this, but this is what works for me. Change the window title to something different. Once your loaded in, to run the scripts move your mouse to the bottom of the screen and you should get a hidden 'task bar' pop up, select V2 Scripts. Open up map (m) or persona (p) windows and place it behind the V2 Scripts window that popped up. This allows you to interact with it, otherwise you cannot do anything. scroll left / right and find HBMakepath.js click start, you should get some yellow text popping up, this gives you basic instructions on how to use (if you need more details edit the HBmakepath.js file in your scripts directory and have a read). I found the automapping to be the best way, press n and off you go. Make a nice big path, when your finished press the delete key, this should write a nice ini file for you, but for some reason it didnt for me, instead it was locking the ini file it should write to and not allowing it to append any further info. However, all is not lost Exit out of EQ 2 and XU. Go to your scripts directory you will have a HBMakePath.log file, open this up. First thing you will notice is a lot of waypoints with the date and time as well as auto in front of them. I did a very simple find and replace search [date time] autow and replace with W. Depending how long your run was the time will have incremented accordingly, so just change it the search field and keep hitting replace all. Once done save this is something different, such as the name of the zone your doing it for.ini, example antonicapath.ini Open up EQ2harvest.ini again and scroll down to the bottom where all the zone and path information is stored. Create a new section such as [antpath1] (antpath already exists so we could just use that, if you want to have only one waypoint list for each zone just go ahead and use it, for most zones you will have to create a new one for yourself though.) Paste all your nice Waypoint locations underneath this. You may or may not already have a zone definition section (such as Antonica, or The Commonlands) if so great you can just edit it, if not create a new one for the zone you want. If you are creating a new one just copy another section, rename it and then change the node details to reflect the zone you will be harvesting in. Waypointsection .. add the name of the section you created (antpath1), I have left RelaxedRadius to false and have no problems. Save it, close it and copy it again (you can overwrite the other copy you made). Load up XU, click play, load up your V2 Scripts, select EQ2harvester.js click start and watch it fly. Phew, I am sure I have RSI now, but I hope that makes sense and gets you up and running. If you still have problems don't post something stupid such as "it doesn't work" include a copy of your ini (removing any identifiable information) and put it in tags, code /code in seperate square brackets will put a nice box around it keeping your post short and making it easier to read, or if your lazy click where it says code above (!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
And you will get a nice box like that, much nicer than pages of .ini file
Un0riginal
Last edited by un0riginal on January 3rd, 2007, 4:45 am, edited 1 time in total.
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Posted: December 18th, 2006, 10:19 pm
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lalenea
Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
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i found this at EQ2Harvester log
Game Log ""
Game log file not found!
Main: Error (0)
Main: Game log file required, aborting.
am i missing something?
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): /* Application Version: EQ2Harvesterv01.00 Application Date: 10/24/2005 12:52 */ ; IniFile written by Watcher's IniClass
; PLEASE READ THIS, trust me it's worth your time to read through ; this at least one time to get everything configured and to learn ; what you can change to your liking, there are lots of cool things ; you can configure in here 8^) ; PLEASE READ the ReadMe.txt!
; Everything in here is case insignificant, that means you can ; use SERVER=MYSERVER and get the same result as with ; Server = MyServer ; but you MUST not have a space BEFORE sections or keys, so feel ; free to format this file to your liking. ;;----------- ;; In case you didn't already know, Ini files are made up of: ;;[Section] ;;key ;; ;; each key must be unique within a section and each section must be ;; unique in the entire file. ;;----------- ; ; Numbers in this file are read as numbers not strings so any number ; can optionally have a decimal portion if you prefer, ei. 3.5, 6.2
; For things that are displayed, they will be displayed as they are ; in this file so for example if you prefer to see "casting fIrEsEEd ; then put it in this file that way...
;;;; Main Section ; DebugLevel How much noise in status messages and log? 0 is off, ;; 10 is max. Strange as it may seem lot's of debugging ;; can slow the bot down quite a bit. ;; 0 No noise except things that force logging. ;; 1 VERY sparse logging, very VERY basic initialization. ;; 2 normal level, most initialization routines now log. ;; 3 Turns on all Text to Speach stuff. ;; 4 All initialization routines log all data, good basic ;;; startup level, slightly slower startup. All voice. ;; 5 Pretty spammy, lot's of misc info from all sources.
;; 7 Not much additional, mostly timing of certain actions ;;; like additional MobUpdate timings. This WILL slow updates.
;; I'll fill the rest in as I standardize them. ;; 8 Standard when coding, all but the spammiest are displayed.
;; 10 Full debugging mode, anything that displays or logs does it. ;;; This will slow the bot, especially MobDb updates. ;; ;;; NOTE: if you post a log to the boards, set level to 9 or 10 ;; ; EQIIDir Directory that EQII is installed into ; Server The server you are playing on, for finding your log. ;;; NOTE: the bot will vigorously attempt to read a log in: ;;; EQDir"\logs\"Server"\eq2log_"PlayerName".txt" ;;; and will abort if it is unable to, so get it right! ; MinPress When pressing a key ALWAYS press at least MinPress ms ;; this long, if your bot seems to be missing keypresses ;; try increasing this by 5 at a time, I find 40 to work ;; pretty well but I change depending on how laggy things ;; are, some days I raise it due to lag, others I lower ;; due to fast server. ; CalibrateMinPress Calibrate MinPress for you before starting? ;; If you have WriteIni turned on the updated ;; MinPress will be written to your Ini file with the ;; statistics. I like to use this all the time because the ;; server seems to have different amounts of lag at different ;; logins. Use it if you'd like. ; Verifies How often to verify MinPress during calibration ;; less is faster but less accurate, above 20 would be a ;; waste, less than 5 would not be very accurate. ; PreciseMovement Do lots of careful and cautious movement (slow) ;; Try without this first and trust the evade routines to ;; do their job. Make your adjustments in the Navigate ;; section to get what you want and use 0 for range or use ;; the 4th parameter to the waypoints. I think you will find ;; they are very good and quite fast.
[Main] DebugLevel = 8 EQIIDir = C:\Program Files\Sony\Everquest II\ Server = YOUR_SERVER_NAME_HERE MinPress = 56 CalibrateMinPress = True Verifies = 10 PreciseMovement = False
;;;; Harvester Section ; MaxHarvestTime Maximum seconds to wait for a harvest to complete ; HeaderLine Display harvesting info on what line ? 0 is None ; AvoidPlayerRadius How far can a player be and be avoided? ; WriteIni Do we write an Ini file with statistics added? ;;; True means to update the current Ini file. ;;; A valid path\filename or just a filename will ;;; create a new Ini file, blank will not write Ini. ;;; NOTE: Ini file will be reformated slightly but ;;; comments will Not be lost or reformatted, you may ;;; wish to backup your INI file! ; HotKeyBar If blank, don't use hotkeys ;;; NOTE: 0 WILL use hotkey bar 0. ; HotKeyBarReset Return to what hotbar on exit? blank means 1 ; CreapMax When too far away, how often to try to creap up ; SpeakAll Speak all harvests? Audible bot monitoring... ;; NOTE: DebugLevel 4 speaks all harvests and collections ;; reguardless of this flag.
[Harvester] MaxHarvestTime = 6 HeaderLine = 5 AvoidPlayerRadius = 10 WriteIni = C:\XUnleashed\Scripts\EQ2Harvester\harveststats.ini HotKeyBar = 5 HotKeyBarReset = 1 CreapMax = 8 SpeakAll = True
;;;; KeyConfig Section ;; These are pretty self evident, ReadMe.BuffBot.ini has some ;; documentation about special keys if you are wondering about your ;; key, like {numlock} or {numpad6} or something but these are NOT ;; key sequences so +3,4,+1 would not work here, these are straight ;; keys names. ;; ;;; NOTE to programmers, all classes look in KeyConfig for keys ;; ; PausedLine Line to display Paused Info on when paused. ; MaxTries How often to we press tab trying to find a target ; NextMob What key to press for next mob (usually tab) ; AutoRun Key to press and run without holding the key ; Forward Key to press to move forward while holding it. ; Backward Key to press to move backward ; Left Key to pivot left ; Right Key to pivot right ; Jump Key to jump ; TargetSelf Key to target yourself for buffs that require it. ; Shutdown Key to shutdown bot completely ; NearestPC Key to target nearest PC (NOT NPC) ;;; If this is defined then the harvester will Avoid Players ;;; by attempting to target them before trying to target nodes ;;; If this is blank Avoiding players is off. ; NearestNPC Key to target nearest NPC ; DeTarget Key to remove target (F6 by default is target last ;; group member... you're not harvesting in a full group ;; right?) ;;; ANY CHAT (or Pause) key that isn't there is disabled. ; Pause Key to pause the bot. (for chatting?) ; CommandChat Key to start chat command ie /g for group or /gu ;;; for guild chat or even /smile to send an emote. ; Reply Alternate key to start chatting (Reply to tells) ; ToggleChat Key to toggle chatting ;;; If you paused with any of the above chat keys OR with the ;;; toggle chat key, hitting the toggle chat key will unpause. ; Unpause Key to unconditionally unpause. ;; ;;; This may sound complex but should act very intuitively, if ;;; you hit R to reply or / to type a command or enter to ;;; enter text it will automatically pause for you, when you ;;; complete your command you will hit enter and terminate the ;;; pause. If for any reason you get out of sync you hit ESC ;;; which gets you out of chat in game AND out of pause on the ;;; bot and puts you back in sync. ;;;
[KeyConfig] PausedLine = 8 MaxTries = 20 NextMob = {Tab} AutoRun = {numlock} Forward = W Backward = S Left = A Right = D Jump = {SPACE} TargetSelf = {F1} Shutdown = {Del} NearestPC = {F7} NearestNPC = {F8} DeTarget = {F6} Pause = {Ins} CommandChat = / Reply = R ToggleChat = {Enter} Unpause = {Esc}
;;;; Events Section ;;; This section tells the bot what to do when certain things ;; happen, we got a tell, do we quit? Can't get unstuck, /quit? ;; Having a tell sound does not prevent exit on tell, etc, use ;; the ones you want, mix them up the way you like. ;; ;;; NOTE: My previous bot had /quit on events which makes no ;; sense to me, /quit takes you to char select screen and doesn't ;; let EQ2 clean up the memory it has wasted with all it's memory ;; leaks, /exit gives a clean start. EQ2 DOES havea lot of ;; memory leaks and it is a very good idea to reboot EQ2 OFTEN ;; unless you have over 2Gig of memory just for EQ2. I NEVER use ;; /quit but for those who do... ;; You could get fancy and make this string a tell if you are ;; multi boxing... /tell MyNick I'm exiting with an unrecoverable ;; problem, get over here and check me! 8^) ;;; ; ExitString What do we send to exit? /exit or /quit or ...? ;;; NOTE: If this is not defined the below will simply cause ;;; the program to hit enter, send nothing, hit enter. Not ;;; very usefull. ; ExitOnStuck We are stuck and can't get out, send ExitString? ; ExitOnInvFull Inventory is full send ExitString? ; ExitOnTell Should we send ExitString when we get a tell? ; ExitOnExit Send ExitString when the program terminates? ;; This prevents your bot from standing for hours ;; over night if the script exits for some reason. ;;; NOTE: ExitOnExit is safer, although a few seconds ;;; slower, than the 2 above. Especially if you are using ;;; WriteIni, because the ExitString is not sent till very ;;; last, assuring a clean exit from the script. Although ;;; becoming Stuck or InvFul always terminate the script, the ;;; ExitOn... exits are done instantly. XU may not complete ;;; the script under those conditions and so may not write out ;;; your updated Ini. ; HarvestFor Timed harvesting, exit after HarvestFor minutes. ;;; Use 0 or blank to disable timed harvesting. All ;; numerical values accept decimals, .1 or .5 would be 1/10 ;; of a minute (about 6 seconds) .5 would be 30 seconds. ; SpeakTell speak all tells (Very cool) ; ReplyOnce Keep track of each person and send one reply only ;; even if they keep sending tells, it will send Reply1 then ;; Reply2, etc but each person will only get one, if there is ;; only one Reply1 all will get the same reply. ; Reply# Do you want to reply to tells? if you set ANY of ;; these you will reply with them in the order they are ;; listed rotating back to 1 when the list is done. You can ;; have as many of these as you would like. Replies will be ;; given after random 5-10 seconds to simulate typing time. ;; Although ExitOnTell and Replies are supported, due to the ;; 5-10 second delay your reply may not go out before the ;; ExitString is sent.
[Events] ExitString = /exit ExitOnStuck = False ExitOnInvFull = False ExitOnTell = False ExitOnExit = False HarvestFor = 0 SpeakTell = True ReplyOnce = False ;Reply1 = i am getting mats ;Reply2 = i am getting rares ;Reply3 = I find harvesting relaxing. ;Reply4 = I find harvesting exciting when I get a rare! ;Reply5 = Grouping is fun, but I need the rares.
;;;; Sounds Section ;;; This section tells the bot what sounds to play, if any. ;; If any of these are blank no sound will be played, if the ;; file does not exist it will log an error and act as though it ;; was blank. ; Tell Should we play a sound when we get a tell? ; Stuck Should we play a sound when we get stuck? ; InvFull Should we play a sound when Inventory is full? ; Uncommon Should we play a sound when we get an Uncommon? ; Rare Should we play a sound when we get a Rare? ;;; NOTE: These are paths to a wave or mp3 file, relative ;; paths are fine, full paths are fine. If no path is given ;; (just a filename), the EQ2Harvester directory will be ;; searched first, then the scripts directory.
[Sounds] Tell = ding.wav Stuck = ding.wav InvFull = ding.wav Uncommon= ding.wav Rare = ding.wav
;;;; Voice Section ;;; This section is to define your voice setup if your ;; hardware supports it and you have the required software ;; installed, Win2000 and up should come with it already ;; installed and ready to run, installing IE 5 and up ;; installs it as well I believe. If not visit the M$ site ;; and download it if you want to use it. ;; ; Volume How loud should the voices speak? (0 - 100) ; VoiceIndex Which voice should we use? Try changing it... ; DeviceIndex Which device should we use? ;; Indexes are 0 based and using too high of a number ;; will result in the default being used. You can download ;; any TextToSpeach program to view available devices and ;; voices, most systems come with 6 voices 2 of which are ;; female, 1 and 2 I think. The 'name' of the device and the ;; voice will be logged to EQ2Harvester.log at DebugLevel 3 ;; and higher.
[Voice] Volume = 75 VoiceIndex = 2 DeviceIndex = 0
;;;; Display Section ;;; This section sets up your on screen display, the entire section ;;; can be deleted and defaults will be used, any key can be deleted ;;; or left blank. ; LineHeight Pixel Height of a line, does NOT change FontSize ; XOffset How far to the right to put display ; YOffset How far down to put display ; HeaderLines How many Header lines? More pushes status lines down ;;; NOTE: Target data will be displayed on header HeaderLines -1 ; StatusLines How many Status lines... since these usually scroll, ;; having more than one permits some time to read them ;; before they dissapear. ; ScrollUp Scroll status messages up as they are recieved? ;;; WARNING: ;;; Use caution with the last 3, adding header lines and not using ;;; them only changes spacing BUT setting it smaller but setting a ;;; larger HeaderLine number than there are (in other configs, ;;; like Buffs) will generate a 'line out of range' error and will ;;; stop the script. ;;; Adding status lines will only be noticed if ScrollUp is used. ;;; Try it and see what happens if it's not already on by default.
[Display] LineHeight = 20 XOffset = 100 YOffset = 300 HeaderLines = 11 StatusLines = 5 ScrollUp = True
;;; Default HeaderLine setup: ;; 1 EQ2Harvester language line ;; 2 PauseKey desc line ;; 3 Pet Info Line (BuffLine - 1) ;; 4 Buff Lines ;; 5 Harvesting Info ;; 6 LastRare Line ;; 7 WayPoint line ;; 8 Paused Message Line ;; 9 ;; 10 Target Range to target ;; 11
;;;; Logger Section ;;; This section sets up your logger, the entire section ;;; can be deleted and defaults will be used, any key can be deleted ;;; or left blank. ;; ; WriteDate Do you want a date written in your log file? ; ShowSeconds If so, do you want seconds recorded? ; ShowYear Do you want the year recorded? ; SectionChar What character to use for section headers ; SeparatorChar What character to use for separator lines ; SeparatorCount How many SeparatorChars per line? ;; NOTE: Separators written will never exceed MaxLineLen ; SeparatorDate Put a date on separtor lines? ********* This line has 10 *'s for separator, no Date. ; ContinuedLinePrefix Put this before wrapped lines ;; if MaxLineLen is greater than 0. ; MaxLineLen Word wrap at this many characters, 0 is no wrap ; FileName What file to log to, blank means, use default ;; given by the program. Relative paths are fine,
[Logger] WriteDate = False ShowSeconds = False ShowYear = False SectionChar = - SeparatorChar = * SeparatorCount = 20 SeparatorDate = False ContinuedLinePrefix = >->- MaxLineLen = 80 fileName =
;;;; Navigator Section ;; These are Navigator specific configuration items. ;;; ; IdleTime How long do we idle in our travelling loop, 1000 ;; is 1 second, basically lower is more responsive, ;; less target overruns but more CPU usage. When ;; Navigator is withing RunToRange * 4 it idles 1/4 ;; as long to increase accuracy but set it ;; to whatever you want. I would not go below 200. ; DebugLevel Navigator specific level, this is NOT the main ;; DebugLevel although they work together. For THIS ;; DebugLevel 10 is silent, 0 is VERY noisy. ;;; NOTE: The main DebugLevel governs not only the whole ;;; program but also the Navigator class, if your debug ;;; level is 0 Navigator will be silent too, if your main ;;; main debug level is 10 but the navigator is 10 also, ;;; navigator will still be silent. The noisiest would be ;;; main debug at 10 and navigator at 0. Probably easiest ;;; to just leave this at 0. ;;;; For you silly programmers, set this negative to make it ;;;; noisy while the rest is quiet. ; RunToRange How close to target before we stop running? ;;; NOTE: if DoCreap is true we start creaping at ;;; RunToRange, otherwise we just stop, so if you use ;;; DoCreap you can set your RunToRange higher and ;;; creap up on your target ; DoCreap Should we creap up on our target for accuracy? ; CreapToRange If so, how close? ;;; NOTE: I have found that pushing against a node I can ;;; still be more than 1 in range from the node! ; MaxTurnTries How many tries MAX before we give up turning. ; MaxTolerance When standing, how far off target is ok? 0-180 ;; This number may be higher to get moving more ;; quickly although 0 is perfectly acceptable as well ;; for either. ; MinTolerance When running, how far off target is ok? 0-180 ; MaxStuckTries How many tries to get unstuck or creap?
[Navigator] IdleTime = 200 DebugLevel = 0 RunToRange = 12 DoCreap = True CreapToRange = 10 MaxTurnTries = 5 MaxTolerance = 6 MinTolerance = 4 MaxStuckTries = 10
;;;; BuffClass section: ;;; See ReadMe.BuffBot.ini for documentation on this section it's ;;; worth reading through, the Buff Class is very powerful and ;;; flexable and might be used for a large number of things. ;; ;;; NOTE: BuffBotFile is not yet implimented! ; BuffBotFile File to read Buffs from NOT IMPLIMENTED ;; If this is defined it is the ONLY thing that will be ;; read from this file. It can be defined in the [BuffBot] ;; section or in your PlayerName section but if defined the ;; buffClass switches to your new file if it exists. ;;; NOTE: PetSpell header line used will be Buff header line - 1 ;; ; HeaderLine Line to put Buff data on (Pet will be above) ; PetSpellName Complete spell name of pet, to recast if needed ;;; NOTE: Do NOT define this if you do not have a pet! ; PetBuffNames Comma separated list of spell names, pet buffs ;; Any spells that need to be recast when a new pet ;; is made, this is NOT section names, this is the value ;; of the SpellName key in the spell section for the ;; buff. Multiple spell names can be separated with , ;; ie. spellname,spellname,etc... ; Buff1 Section name of a buff ; Buff2 Section name of a buff
[Leonemoon] BuffBotFile = ReadMe.BuffBot.ini HeaderLine = 4 PetSpellName = Tellurian Avenger PetBuffNames = Minion's Stance: Volatile Haven, Vehement Stone Buff1 = Horsey Buff2 = VStone ;Buff1 = VHaven ;Buff3 = Provocation ;Buff4 = Vexation
; SpellName Name of spell, used for /usea if no keys are supplied ; Keys Keys to press to cast, ^%+ are Ctrl Alt Shift in order ; CastTime How long it takes to cast in seconds ; Duration How long your spell lasts in minutes ;; Numbers can use decimal portions, 1.5 minutes is acceptable. ; CastOnMe Target ourselves before casting? ; DuringFight Do we cast this if needed during a fight ;; or wait till the fight is done?
[VHaven] SpellName = VHaven Keys = - CastTime = 3 Duration = 9 CastOnMe = False DuringFight = False
[VStone] SpellName = VStone Keys = = CastTime = 1 Duration = 14 CastOnMe = False DuringFight = False
[Provocation] SpellName = Provocation Keys = %= CastTime = 2.25 Duration = 14 CastOnMe = False DuringFight = False
[Vexation] SpellName = Vexation Keys = %0 CastTime = 2.25 Duration = 14 CastOnMe = False DuringFight = False
[Horsey] SpellName = Eldarian Charger Keys = ^1 CastTime = 4 Duration = 5 CastOnMe = False DuringFight = False
;;;; Log Parser String section ;;; This section contains strings that the log parser looks for, ;; if your language (in your log) is english then do NOT change these ;; because they work as is and if you change them they will NOT work. ;; If your log is not in english you will need to add a new section ;; for your language and set the strings to what your language IS in ;; your log file. ;; If you create another language setup, please send it to me so that ;; I can include it here. ;; ; LogLanguage What language is your log in?
[Language] LogLanguage = English
[English] TellsYou = tells you YouMine = You mine YouGather = You gather YouForest = You forest YouAquire = You acquire YouFish = You fish YouFound = You found YouCannotSee = You cannot see your target! YouCannotHarvest= no eligible target YouFailedHarvest= You failed to \w* anything from .* InventoryFull = Your inventory is currently full TooFarAway = Your target is too far away TrivialHarvest = It was trivial for you HelpHelp = Help! Help! I'm injured and in need of assistance! Harvested = Harvested
[German] TellsYou = teilt you YouMine = You mined YouGather = You gathered YouForest = You forest YouAquire = You acquire YouFish = You fish YouFound = Ihr habt * gefunden. ;(1122916840)[Mon Aug 01 19:20:40 2005] Ihr k霵nt Eurem aktuellen Ziel keine Falle stellen.
YouCannotSee = Ihr k霵nt Euer Ziel nicht sehen! YouCannotHarvest= Ihr k霵nt .* Ziel .* YouFailedHarvest= You failed to .* anything from .* InventoryFull = Euer Inventar ist derzeit voll. TooFarAway = Euer Ziel ist zu weit entfernt! N鄣ert Euch ihm! TrivialHarvest = It was trivial for you HelpHelp = Achtung! Achtung! Ich bin verwundet! Bitte hilf mir! Harvested = Aufgesammelt
[Dutch] ;; Just an example of creating a new section, I do not have the ;; translations but would love to... hint hint!
;;;; Resources Section ;; ;;; NOTE: ResourceFile is not Yet implimented! ; ResourceFile This is the filename for the resources and ;; waypoints ini file. This key must be in the [Resources] ;; section. You CAN include all of the stuff (from the other ;; file) in here directly with a direct cut and paste (if you ;; remove the [Resources] section and the ResourceFile key or ;; make it blank) but I think this will help with ;; organization.
;;; Harvested types are separated into sections for ease of use. ;; ; HotKey = What is it's Hotkey? ; Harvest = Do you want to harvest this type of node? ; HarvestTrivial = Even when trivial? ;;; NOTE: if ALL HarvestTrivial are true for ALL types you save ;;; some cpu cycles due to not having to check for trivial each ;;; time it occurs in the log... if Harvest is false then ;;; HarvestTrivial is meaningless.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Resources File ; ;;;; Resources Section ;;; Harvested types are separated into sections for ease of use. ;; ; HotKey What is it's Hotkey? ; Harvest Do you want to harvest this type of node? ; HarvestTrivial Even when trivial? ;;; NOTE: if ALL HarvestTrivial are true for ALL types you save ;;; some cpu cycles due to not having to check for trivial each ;;; time it occurs in the log... if Harvest is false then ;;; HarvestTrivial is meaningless.
[Ore] HotKey = 1 Harvest = True HarvestTrivial = True
[Stone] HotKey = 1 Harvest = True HarvestTrivial = True
[Collect] HotKey = 6 Harvest = True HarvestTrivial = True
[Wood] HotKey = 3 Harvest = True HarvestTrivial = True
[Den] HotKey = 4 Harvest = True HarvestTrivial = True
[Roots] HotKey = 2 Harvest = True HarvestTrivial = True
[Shrub] HotKey = 2 Harvest = True HarvestTrivial = True
[Fungi] HotKey = 2 Harvest = True HarvestTrivial = True
[Fish] HotKey = 5 Harvest = 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
[AntPath1] waypoint1 = 88, 204, 50 waypoint2 = 127, 189, 50 waypoint3 = 166, 201, 50 waypoint4 = 189, 166, 50 waypoint5 = 156, 141, 50 waypoint6 = 117, 157, 50 waypoint7 = 83, 180, 50
[Outpost of the Overlord] WayPointSection = AntPath1 RelaxedRadius = False COLLECT = ? ORE = rugged ore STONE = unearthed stone FUNGI = budding natural garden SHRUB = natural garden ROOTS = roots FISH = band of fish DEN = creature den WOOD = felled elm tree MISC = withered bones
[The Enchanted Lands] WayPointSection = 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
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Posted: December 18th, 2006, 10:42 pm
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condor87
condor87's Reps:
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You didn't change this:
Server = YOUR_SERVER_NAME_HERE
That's probably why it isnt finding your log file. Also make sure the line above it is right.
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Posted: December 19th, 2006, 12:44 am
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lalenea
Total Posts: 26
Joined: December 12th, 2006, 9:56 pm
lalenea's Reps: 0
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condor87 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): You didn't change this:
Server = YOUR_SERVER_NAME_HERE
That's probably why it isnt finding your log file. Also make sure the line above it is right.
omg sorry for the newbie mistake, its working now woot
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Posted: December 19th, 2006, 9:24 am
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liqfroxt
liqfroxt's Reps:
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Thanks for the offer to help, I was able to get Radar and DPS heal working, but everytime I run harvester 1.0 I get Dxx 15 error, I tried it on both of my comps and tried the FAQ suggestion to run at 1024x768@32bit and the dxtest.
here is the code
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): 12/19/06 12:29:08 PM Looking for 3rd Party Service for services\EQ2Service.Service
12/19/06 12:29:19 PM Stopping Plugins. . .
12/19/06 12:29:19 PM Stopping Services. . .
12/19/06 12:29:19 PM CXUWinInput::Terminate()
12/19/06 12:29:19 PM Exiting XUnleashed. . .
12/19/06 12:29:19 PM Unlocking client
12/19/06 12:29:19 PM Uninitializing XUnleashed. . .
12/19/06 12:29:37 PM XUnleashed Client: Connecting to XUnleashed...
12/19/06 12:29:37 PM XUnleashed Client: Authenticating User...
12/19/06 12:29:38 PM XUnleashed Client: Connected...
12/19/06 12:29:38 PM Using Alternate Hooking. . .
12/19/06 12:29:38 PM XUnleashed Client: Launching. . .
12/19/06 12:30:05 PM Found Target Process: EverQuest2.exe
12/19/06 12:30:05 PM Config Option: Display Logo
12/19/06 12:30:05 PM Config Option: ForceRedraw
12/19/06 12:30:05 PM Config Option: Hook DirectX7
12/19/06 12:30:05 PM Config Option: Hook DirectX8
12/19/06 12:30:05 PM Config Option: Hook DirectX9
12/19/06 12:30:05 PM Initializing COM Objects. . .
12/19/06 12:30:09 PM Direct3D9 Detected
12/19/06 12:30:09 PM Starting Services. . .
12/19/06 12:30:09 PM ------->FOUND A StandardSERVICE: XUnleashed Windows Input Service
12/19/06 12:30:09 PM CXUWinInput::Initialize()
12/19/06 12:30:09 PM Starting the 3rd Party Services...
12/19/06 12:30:09 PM ------->FOUND A 3rd Party Service: Wyvern's EQ2 Servicer
12/19/06 12:30:10 PM Starting Plugins. . .
12/19/06 12:30:10 PM ------->FOUND A 3rd Party Plugin: EQ2Unleashed Map Plugin
12/19/06 12:30:10 PM Loading Window Schema. . .
12/19/06 12:30:10 PM Looking for 3rd Party Service for services\EQ2Service.Service
12/19/06 12:30:10 PM ------->FOUND A STANDARD Plugin: XUnleashed V4 EXhume Scripts
12/19/06 12:30:10 PM Loading Window Schema. . .
12/19/06 12:30:10 PM ------->FOUND A STANDARD Plugin: XUnleashed V2 Triggers
12/19/06 12:30:10 PM Loading Window Schema. . .
12/19/06 12:30:10 PM ------->FOUND A STANDARD Plugin: XUnleashed V2 Macros
12/19/06 12:30:10 PM Loading Window Schema. . .
12/19/06 12:30:10 PM ------->FOUND A STANDARD Plugin: XUnleashed V2 Scripts
12/19/06 12:30:10 PM Loading Window Schema. . .
12/19/06 12:30:10 PM FOUND: Direct3DCreate9
12/19/06 12:30:10 PM Attempting to lock onto Client. . .
12/19/06 12:30:10 PM WARNING: Requested DirectX9 Screen Format (15) may not be compatable with XUnleashed.
12/19/06 12:30:10 PM Contact XU to have them add this format!!!
12/19/06 12:30:11 PM FOUND: Direct3D9::CreateDevice()
12/19/06 12:30:11 PM DETECTED: Direct3DDevice9 Reset
12/19/06 12:30:11 PM WARNING: Requested DirectX9 Screen Format may be incompatable with XUnleashed.
12/19/06 12:30:11 PM FOUND: Direct3DDevice9::Present
12/19/06 12:30:11 PM Initializing DX9 BackBuffers...
12/19/06 12:30:23 PM DETECTED: Direct3DDevice9 Reset
12/19/06 12:30:23 PM WARNING: Requested DirectX9 Screen Format may be incompatable with XUnleashed.
12/19/06 12:30:23 PM FOUND: Direct3DDevice9::Present
12/19/06 12:30:23 PM Initializing DX9 BackBuffers...
12/19/06 12:31:20 PM XUScriptHelper->Creating Script Engine (JScript). . .
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: XUScriptHost
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: Win32API
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: VirtualKey
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: Memory
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: SystemInfo
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: MemoryBasicInformation
12/19/06 12:31:20 PM XUScriptHelper->AddScriptItem: XUScriptPlugin
12/19/06 12:31:21 PM XUScriptHelper->Executing Script: /*
-----------------cut loading part and I get this at the end, is it an eerror?
12/19/06 12:31:22 PM Looking for 3rd Party Service for services\EQ2Service.Service
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Posted: December 19th, 2006, 11:31 am
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un0riginal
Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
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attatch your harvester 1.0 log and ini.
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Posted: December 19th, 2006, 3:57 pm
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liqfroxt
liqfroxt's Reps:
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Thanks for taking a look for me,
I ran a dxdiag8 v3 test with mouse demo, then a dxdiag9 v3 with mouse demo, then I ran eq2, and at this point I get the dxdiag15 error in the unleashed log, but I can still run the mouse demo, then I ran Harvester 1.0.
I was able to get Ultrabot, Radar, DPS heal running without the dx15 error, but ultrabot is very slow and has a very hard time harvesting at all, and i am more interested in a pure harvesting bot..
I was able to get harvestor running for 1 time and 1 time only, it calibrated and ran around and got stuck, after exiting, i was never able to run it again.
please let me know if you can help tia
I think i am only able to attach 2files at a time, so the ini is attached as code following
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): /* Application Version: EQ2Harvesterv01.00 Application Date: 10/24/2005 12:52 */ ; IniFile written by Watcher's IniClass
; PLEASE READ THIS, trust me it's worth your time to read through ; this at least one time to get everything configured and to learn ; what you can change to your liking, there are lots of cool things ; you can configure in here 8^) ; PLEASE READ the ReadMe.txt!
; Everything in here is case insignificant, that means you can ; use SERVER=MYSERVER and get the same result as with ; Server = MyServer ; but you MUST not have a space BEFORE sections or keys, so feel ; free to format this file to your liking. ;;----------- ;; In case you didn't already know, Ini files are made up of: ;;[Section] ;;key ;; ;; each key must be unique within a section and each section must be ;; unique in the entire file. ;;----------- ; ; Numbers in this file are read as numbers not strings so any number ; can optionally have a decimal portion if you prefer, ei. 3.5, 6.2
; For things that are displayed, they will be displayed as they are ; in this file so for example if you prefer to see "casting fIrEsEEd ; then put it in this file that way...
;;;; Main Section ; DebugLevel How much noise in status messages and log? 0 is off, ;; 10 is max. Strange as it may seem lot's of debugging ;; can slow the bot down quite a bit. ;; 0 No noise except things that force logging. ;; 1 VERY sparse logging, very VERY basic initialization. ;; 2 normal level, most initialization routines now log. ;; 3 Turns on all Text to Speach stuff. ;; 4 All initialization routines log all data, good basic ;;; startup level, slightly slower startup. All voice. ;; 5 Pretty spammy, lot's of misc info from all sources.
;; 7 Not much additional, mostly timing of certain actions ;;; like additional MobUpdate timings. This WILL slow updates.
;; I'll fill the rest in as I standardize them. ;; 8 Standard when coding, all but the spammiest are displayed.
;; 10 Full debugging mode, anything that displays or logs does it. ;;; This will slow the bot, especially MobDb updates. ;; ;;; NOTE: if you post a log to the boards, set level to 9 or 10 ;; ; EQIIDir Directory that EQII is installed into ; Server The server you are playing on, for finding your log. ;;; NOTE: the bot will vigorously attempt to read a log in: ;;; EQDir"\logs\"Server"\eq2log_"PlayerName".txt" ;;; and will abort if it is unable to, so get it right! ; MinPress When pressing a key ALWAYS press at least MinPress ms ;; this long, if your bot seems to be missing keypresses ;; try increasing this by 5 at a time, I find 40 to work ;; pretty well but I change depending on how laggy things ;; are, some days I raise it due to lag, others I lower ;; due to fast server. ; CalibrateMinPress Calibrate MinPress for you before starting? ;; If you have WriteIni turned on the updated ;; MinPress will be written to your Ini file with the ;; statistics. I like to use this all the time because the ;; server seems to have different amounts of lag at different ;; logins. Use it if you'd like. ; Verifies How often to verify MinPress during calibration ;; less is faster but less accurate, above 20 would be a ;; waste, less than 5 would not be very accurate. ; PreciseMovement Do lots of careful and cautious movement (slow) ;; Try without this first and trust the evade routines to ;; do their job. Make your adjustments in the Navigate ;; section to get what you want and use 0 for range or use ;; the 4th parameter to the waypoints. I think you will find ;; they are very good and quite fast.
[Main] DebugLevel = 10 EQIIDir = C:\Program Files\Sony\EverQuest II Server = Permafrost MinPress = 45 CalibrateMinPress = True Verifies = 15 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 = 9 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 = V Forward = F Backward = D Left = A Right = S Jump = {SPACE} TargetSelf = {F1} Shutdown = {Del} NearestPC = {F7} NearestNPC = {F8} DeTarget = {Esc} Pause = {Ins} CommandChat = / Reply = Y ToggleChat = X Unpause = {F11}
;;;; 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 = * eparatorCount = 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 = Sow ;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
[Sow] SpellName = Sow Keys = ^= CastTime = 5 Duration = 30 CastOnMe = True 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 = True HarvestTrivial = True
;;;; Zone Specific Sections ;;; This is where you setup how to handle each zone, each zone ;;; can have multiple WayPoint paths but only one can be used ;;; at a time. Be careful that your Section name is UNIQUE! ;; ;; [ZoneName] The current zone is the main section ; WayPointSection Section containing waypoints Blank means None ;; then don't use waypoints. ; Collect Name of Collectables ; Ore Name of Ore ; Stone Name of Stone ; Wood Name of Wood ; Shrub Name of Shrubs ; Roots Name of Roots ; Den Name of Dens ; Fish Name of Fish ; Fungi Name of Fungi ; Misc Name of Misc (rare node)
[The Forest Ruins] WayPointSection = FRuinsPath Collect = ? Ore = blemished ore Stone = unearthed stones Wood = aged arbor Shrub = natural garden Roots = damp roots Den = creature den Fish = array of fish Fungi = natural herb garden Misc = withered bones
;;;; A WayPoint Section ;; You can have as many of these as you would like for each ; zone but only one can be used at a time although you can link ; sections together by including a WayPointSection key in this ; section. This could be useful for having 2 routes in one zone and a ; travel route to get from one to the other permitting you a HUGE ; route that will NOT look like it could possibly be a bot. I have ; routes that are well over 100 waypoints. Small ranges with lot's of ; overlapping waypoints is far preferable to few waypoints with large ; ranges. I highly recommend using HBMakePath to make your routes. ; Be careful though, you could cause an endless loop like this:
;[Route1] ;WayPointSection = TravelTo2 ;Waypoint1 = 1,5,50 ;... ; ;[TravelTo2] ;WayPointSection = Route2 ;... ; ;[Route2] ;WayPointSection = TravelTo1 ;... ; ;[TravelTo1] ;WaypointSection = Route1 ;;; This one causes the loop! Remove it! ;...
;;; Notice that this causes an endless loop and will probably ; cause an out of memory error or a stack overflow in the script. If ; you get one of these errors you may want to check for this problem.
;;;; A WayPoint Section ; WayPointSection Another set of waypoints to add to this set ;;; Blank or deleting this line means there are no ;;; other sections ; Waypoint1 Your first waypoint must always be 1 ; Waypoint2 These must be sequential, 1 2 3 4 5 ... ; Waypoint3 The Linked section starts again at 1 ; Waypoint4 Internally this is stored as one huge route ; Waypoint5 And will go back to waypoint1 from the ; Waypoint6 originating section at the end of the route.
; Waypoint7 = x,y,range,stop
; x is the X location ; y is the Y location ; Range is how far around this waypoint to harvest ; Stop is do we go to this spot and stop before continuing ;; it can be the word stop or true or direct or any value ;; that makes sense to you, including a number greater or ;; less than 0, ;; To say do NOT stop you can leave it blank or set it to 0 ;; or false; ;;
[FRuinsPath] ;;;; This set of waypoints will path you from the entrance of the ;; zone completely around the keep ignoring any nodes found within ;; it. Notice that some waypoints have a radius of 0. These are ;; only travel nodes to help path to that location. waypoint1 = 906, -562, 35 waypoint2 = 952, -562, 35 waypoint3 = 996, -575, 45 waypoint4 = 1014, -622, 10 waypoint5 = 1033, -607, 15 waypoint6 = 1055, -594, 30 waypoint7 = 1075, -595, 30 waypoint8 = 1090, -605, 0, direct waypoint9 = 1105, -655, 30 waypoint10 = 1117, -708, 0, direct waypoint11 = 1138, -733, 0, direct waypoint12 = 1172, -749, 50 waypoint13 = 1140, -811, 50 waypoint14 = 1083, -840, 50 waypoint15 = 1075, -814, 15 waypoint16 = 1019, -825, 40 waypoint17 = 971, -815, 50 waypoint18 = 958, -757, 50 waypoint19 = 956, -703, 40 waypoint20 = 948, -661, 30 waypoint21 = 956, -641, 20 waypoint22 = 984, -635, 15 waypoint23 = 1004, -622, 10 waypoint24 = 992, -591, 35
[Antonica] WayPointSection = AntPath RelaxedRadius = False COLLECT = ? ORE = callous ore STONE = sandwashed rock WOOD = wind felled tree SHRUB = plains shrubbery FUNGI = plains fungi ROOTS = plains roots DEN = critter den FISH = shoal of fish MISC = withered bones
[AntPath] waypoint1 = -1730, 800, 50 waypoint2 = -1730, 750, 50 waypoint3 = -1730, 600, 50 waypoint4 = -1730, 550, 50 waypoint5 = -1730, 500, 50 waypoint6 = -1730, 450, 50 waypoint7 = -1700, 400, 50 waypoint8 = -1700, 350, 50 waypoint9 = -1675, 300, 50 waypoint10 = -1670, 250, 50 waypoint11 = -1630, 200, 50 waypoint12 = -1620, 150, 50 waypoint13 = -1620, 100, 50 waypoint14 = -1610, 50, 50 waypoint15 = -1600, 0, 50 waypoint16 = -1600, -50, 50 waypoint17 = -1620, -100, 50 waypoint18 = -1650, -150, 50 waypoint19 = -1650, -200, 50 waypoint20 = -1620, -250, 50 waypoint21 = -1585, -300, 50 waypoint22 = -1500, -550, 50 waypoint23 = -1490, -650, 50 waypoint24 = -1480, -750, 50 waypoint25 = -1575, -30, 0 waypoint26 = -1737, 380, 0 waypoint27 = -1780, 620, 0
[The Enchanted Lands] WayPointSection = ELPath COLLECT = ? ORE = residual ore STONE = rhythmic stone WOOD = wretched arbor SHRUB = mystical natural garden FUNGI = fairy ring ROOTS = velvety roots DEN = animal den FISH = throng of fish MISC = withered bones
[The Commonlands] WayPointSection = RelaxedRadius = False COLLECT = ? ORE = cloven ore STONE = wind swept rock FUNGI = oasis fungi SHRUB = oasis shrubbery ROOTS = desert roots FISH = band of fish DEN = armadillo den WOOD = wind felled tree MISC = withered bones
[Zek, the Orcish Wastes] WayPointSection = RelaxedRadius = False COLLECT = ? ORE = ferric ore STONE = mud stone WOOD = marred arbor SHRUB = flattened bed of thistle FUNGI = flattened natural herb garden ROOTS = vestigial roots DEN = lioness den FISH = fury of fish MISC = withered bones
[The Feerrott] WayPointSection = RelaxedRadius = False COLLECT = ? ORE = alluvium ore STONE = hermetic stone WOOD = putrid arbor SHRUB = overgrown bed of greenslade FUNGI = overgrown fairy ring ROOTS = dusty roots DEN = animal den FISH = hatch of fish MISC = withered bones
[The Thundering Steppes] WayPointSection = TSROVRoute Collect = ? Ore = stonecrest ore Stone = wind swept stones Wood = felled high plains arbor Shrub = high plains shrubbery Fungi = high plains fungi Roots = mesquite catch weed Den = beast den Fish = mob of fish Misc = withered bones
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; Sillyness section ;;; This section is to prevent sillyness like trying to ;; run the bot without ever configuring it to your personal ;; preferences. If the ImSilly key is true this bot will ask you to ;; please configure the bot before trying to run it. Just set this ;; to false and it will stop requesting that. Oh... did you check ;; the reply section? If not I suggest you go back... ; ; ImSilly Do we all agree that you are silly?
[SillyNess] ImSilly = False
;;; The bot will add a section below here ONLY if ;; [Harvester] WriteIni is true, this section will contain a running ;; count of all harvests as well as all rares and uncommons listed
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Posted: December 19th, 2006, 3:58 pm
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liqfroxt
liqfroxt's Reps:
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attachment fix
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Posted: December 19th, 2006, 8:35 pm
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liqfroxt
liqfroxt's Reps:
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btw when i run EQ2Harvestor on under the start button the eror is "Main Type Error: Object doesnt support this"
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Posted: December 20th, 2006, 6:39 am
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un0riginal
Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
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What zone are you in when you run it?
DX15 error .. do you mean the Screen Format one? Couldn't see another in your log so I presume this. I have had no problems with this ever and I always get it.
Had a look at your harvetster.ini
In Main You have debug lvl set to 10, change this to 4 or something about there.
Verifies set to 15, make it 5 to speed up calibration
Key Config .. check and make sure this is your setup, if not change as appropriate.
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): AutoRun = V Forward = F Backward = D Left = A Right = S
Try it again after that and let me know.
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Posted: December 20th, 2006, 10:31 pm
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liqfroxt
liqfroxt's Reps:
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Got it Working Thanks SO MUCH!
Thank you, turns out my ini file was changed somehow causing errors, used a new ini resetup with ur instructions and bam!.. thanks so much!
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Posted: December 21st, 2006, 3:54 am
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un0riginal
Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
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Glad its working .. great little program 
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Posted: December 23rd, 2006, 11:22 pm
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barbaricgoos
barbaricgoos's Reps:
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I can't seem to get it to work, when i start it my character just idles and nothing happens, Am i missing something?
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): /* Application Version: EQ2Harvesterv01.00 Application Date: 10/24/2005 12:52 */ ; IniFile written by Watcher's IniClass
; PLEASE READ THIS, trust me it's worth your time to read through ; this at least one time to get everything configured and to learn ; what you can change to your liking, there are lots of cool things ; you can configure in here 8^) ; PLEASE READ the ReadMe.txt!
; Everything in here is case insignificant, that means you can ; use SERVER=MYSERVER and get the same result as with ; Server = MyServer ; but you MUST not have a space BEFORE sections or keys, so feel ; free to format this file to your liking. ;;----------- ;; In case you didn't already know, Ini files are made up of: ;;[Section] ;;key ;; ;; each key must be unique within a section and each section must be ;; unique in the entire file. ;;----------- ; ; Numbers in this file are read as numbers not strings so any number ; can optionally have a decimal portion if you prefer, ei. 3.5, 6.2
; For things that are displayed, they will be displayed as they are ; in this file so for example if you prefer to see "casting fIrEsEEd ; then put it in this file that way...
;;;; Main Section ; DebugLevel How much noise in status messages and log? 0 is off, ;; 10 is max. Strange as it may seem lot's of debugging ;; can slow the bot down quite a bit. ;; 0 No noise except things that force logging. ;; 1 VERY sparse logging, very VERY basic initialization. ;; 2 normal level, most initialization routines now log. ;; 3 Turns on all Text to Speach stuff. ;; 4 All initialization routines log all data, good basic ;;; startup level, slightly slower startup. All voice. ;; 5 Pretty spammy, lot's of misc info from all sources.
;; 7 Not much additional, mostly timing of certain actions ;;; like additional MobUpdate timings. This WILL slow updates.
;; I'll fill the rest in as I standardize them. ;; 8 Standard when coding, all but the spammiest are displayed.
;; 10 Full debugging mode, anything that displays or logs does it. ;;; This will slow the bot, especially MobDb updates. ;; ;;; NOTE: if you post a log to the boards, set level to 9 or 10 ;; ; EQIIDir Directory that EQII is installed into ; Server The server you are playing on, for finding your log. ;;; NOTE: the bot will vigorously attempt to read a log in: ;;; EQDir"\logs\"Server"\eq2log_"PlayerName".txt" ;;; and will abort if it is unable to, so get it right! ; MinPress When pressing a key ALWAYS press at least MinPress ms ;; this long, if your bot seems to be missing keypresses ;; try increasing this by 5 at a time, I find 40 to work ;; pretty well but I change depending on how laggy things ;; are, some days I raise it due to lag, others I lower ;; due to fast server. ; CalibrateMinPress Calibrate MinPress for you before starting? ;; If you have WriteIni turned on the updated ;; MinPress will be written to your Ini file with the ;; statistics. I like to use this all the time because the ;; server seems to have different amounts of lag at different ;; logins. Use it if you'd like. ; Verifies How often to verify MinPress during calibration ;; less is faster but less accurate, above 20 would be a ;; waste, less than 5 would not be very accurate. ; PreciseMovement Do lots of careful and cautious movement (slow) ;; Try without this first and trust the evade routines to ;; do their job. Make your adjustments in the Navigate ;; section to get what you want and use 0 for range or use ;; the 4th parameter to the waypoints. I think you will find ;; they are very good and quite fast.
[Main] DebugLevel = 8 EQIIDir = C:\Program Files\Sony\EverQuest II Server = Najena MinPress = 45 CalibrateMinPress = True Verifies = 10 PreciseMovement = False
;;;; Harvester Section ; MaxHarvestTime Maximum seconds to wait for a harvest to complete ; HeaderLine Display harvesting info on what line ? 0 is None ; AvoidPlayerRadius How far can a player be and be avoided? ; WriteIni Do we write an Ini file with statistics added? ;;; True means to update the current Ini file. ;;; A valid path\filename or just a filename will ;;; create a new Ini file, blank will not write Ini. ;;; NOTE: Ini file will be reformated slightly but ;;; comments will Not be lost or reformatted, you may ;;; wish to backup your INI file! ; HotKeyBar If blank, don't use hotkeys ;;; NOTE: 0 WILL use hotkey bar 0. ; HotKeyBarReset Return to what hotbar on exit? blank means 1 ; CreapMax When too far away, how often to try to creap up ; SpeakAll Speak all harvests? Audible bot monitoring... ;; NOTE: DebugLevel 4 speaks all harvests and collections ;; reguardless of this flag.
[Harvester] MaxHarvestTime = 6 HeaderLine = 5 AvoidPlayerRadius = 10 WriteIni = True HotKeyBar = 1 HotKeyBarReset = 1 CreapMax = 8 SpeakAll = True
;;;; KeyConfig Section ;; These are pretty self evident, ReadMe.BuffBot.ini has some ;; documentation about special keys if you are wondering about your ;; key, like {numlock} or {numpad6} or something but these are NOT ;; key sequences so +3,4,+1 would not work here, these are straight ;; keys names. ;; ;;; NOTE to programmers, all classes look in KeyConfig for keys ;; ; PausedLine Line to display Paused Info on when paused. ; MaxTries How often to we press tab trying to find a target ; NextMob What key to press for next mob (usually tab) ; AutoRun Key to press and run without holding the key ; Forward Key to press to move forward while holding it. ; Backward Key to press to move backward ; Left Key to pivot left ; Right Key to pivot right ; Jump Key to jump ; TargetSelf Key to target yourself for buffs that require it. ; Shutdown Key to shutdown bot completely ; NearestPC Key to target nearest PC (NOT NPC) ;;; If this is defined then the harvester will Avoid Players ;;; by attempting to target them before trying to target nodes ;;; If this is blank Avoiding players is off. ; NearestNPC Key to target nearest NPC ; DeTarget Key to remove target (F6 by default is target last ;; group member... you're not harvesting in a full group ;; right?) ;;; ANY CHAT (or Pause) key that isn't there is disabled. ; Pause Key to pause the bot. (for chatting?) ; CommandChat Key to start chat command ie /g for group or /gu ;;; for guild chat or even /smile to send an emote. ; Reply Alternate key to start chatting (Reply to tells) ; ToggleChat Key to toggle chatting ;;; If you paused with any of the above chat keys OR with the ;;; toggle chat key, hitting the toggle chat key will unpause. ; Unpause Key to unconditionally unpause. ;; ;;; This may sound complex but should act very intuitively, if ;;; you hit R to reply or / to type a command or enter to ;;; enter text it will automatically pause for you, when you ;;; complete your command you will hit enter and terminate the ;;; pause. If for any reason you get out of sync you hit ESC ;;; which gets you out of chat in game AND out of pause on the ;;; bot and puts you back in sync. ;;;
[KeyConfig] PausedLine = 8 MaxTries = 20 NextMob = {Tab} AutoRun = {numlock} Forward = W Backward = S Left = A Right = F Jump = {SPACE} TargetSelf = {F1} Shutdown = {Del} NearestPC = {F7} NearestNPC = {F8} DeTarget = {F6} Pause = {Ins} CommandChat = / Reply = R ToggleChat = {Enter} Unpause = {Esc}
;;;; Events Section ;;; This section tells the bot what to do when certain things ;; happen, we got a tell, do we quit? Can't get unstuck, /quit? ;; Having a tell sound does not prevent exit on tell, etc, use ;; the ones you want, mix them up the way you like. ;; ;;; NOTE: My previous bot had /quit on events which makes no ;; sense to me, /quit takes you to char select screen and doesn't ;; let EQ2 clean up the memory it has wasted with all it's memory ;; leaks, /exit gives a clean start. EQ2 DOES havea lot of ;; memory leaks and it is a very good idea to reboot EQ2 OFTEN ;; unless you have over 2Gig of memory just for EQ2. I NEVER use ;; /quit but for those who do... ;; You could get fancy and make this string a tell if you are ;; multi boxing... /tell MyNick I'm exiting with an unrecoverable ;; problem, get over here and check me! 8^) ;;; ; ExitString What do we send to exit? /exit or /quit or ...? ;;; NOTE: If this is not defined the below will simply cause ;;; the program to hit enter, send nothing, hit enter. Not ;;; very usefull. ; ExitOnStuck We are stuck and can't get out, send ExitString? ; ExitOnInvFull Inventory is full send ExitString? ; ExitOnTell Should we send ExitString when we get a tell? ; ExitOnExit Send ExitString when the program terminates? ;; This prevents your bot from standing for hours ;; over night if the script exits for some reason. ;;; NOTE: ExitOnExit is safer, although a few seconds ;;; slower, than the 2 above. Especially if you are using ;;; WriteIni, because the ExitString is not sent till very ;;; last, assuring a clean exit from the script. Although ;;; becoming Stuck or InvFul always terminate the script, the ;;; ExitOn... exits are done instantly. XU may not complete ;;; the script under those conditions and so may not write out ;;; your updated Ini. ; HarvestFor Timed harvesting, exit after HarvestFor minutes. ;;; Use 0 or blank to disable timed harvesting. All ;; numerical values accept decimals, .1 or .5 would be 1/10 ;; of a minute (about 6 seconds) .5 would be 30 seconds. ; SpeakTell speak all tells (Very cool) ; ReplyOnce Keep track of each person and send one reply only ;; even if they keep sending tells, it will send Reply1 then ;; Reply2, etc but each person will only get one, if there is ;; only one Reply1 all will get the same reply. ; Reply# Do you want to reply to tells? if you set ANY of ;; these you will reply with them in the order they are ;; listed rotating back to 1 when the list is done. You can ;; have as many of these as you would like. Replies will be ;; given after random 5-10 seconds to simulate typing time. ;; Although ExitOnTell and Replies are supported, due to the ;; 5-10 second delay your reply may not go out before the ;; ExitString is sent.
[Events] ExitString = /exit ExitOnStuck = False ExitOnInvFull = False ExitOnTell = False ExitOnExit = False HarvestFor = 0 SpeakTell = True ReplyOnce = False ;Reply1 = ;Reply2 = ;Reply3 = ;Reply4 = ;Reply5 =
;;;; Sounds Section ;;; This section tells the bot what sounds to play, if any. ;; If any of these are blank no sound will be played, if the ;; file does not exist it will log an error and act as though it ;; was blank. ; Tell Should we play a sound when we get a tell? ; Stuck Should we play a sound when we get stuck? ; InvFull Should we play a sound when Inventory is full? ; Uncommon Should we play a sound when we get an Uncommon? ; Rare Should we play a sound when we get a Rare? ;;; NOTE: These are paths to a wave or mp3 file, relative ;; paths are fine, full paths are fine. If no path is given ;; (just a filename), the EQ2Harvester directory will be ;; searched first, then the scripts directory.
[Sounds] Tell = ding.wav Stuck = ding.wav InvFull = ding.wav Uncommon= ding.wav Rare = ding.wav
;;;; Voice Section ;;; This section is to define your voice setup if your ;; hardware supports it and you have the required software ;; installed, Win2000 and up should come with it already ;; installed and ready to run, installing IE 5 and up ;; installs it as well I believe. If not visit the M$ site ;; and download it if you want to use it. ;; ; Volume How loud should the voices speak? (0 - 100) ; VoiceIndex Which voice should we use? Try changing it... ; DeviceIndex Which device should we use? ;; Indexes are 0 based and using too high of a number ;; will result in the default being used. You can download ;; any TextToSpeach program to view available devices and ;; voices, most systems come with 6 voices 2 of which are ;; female, 1 and 2 I think. The 'name' of the device and the ;; voice will be logged to EQ2Harvester.log at DebugLevel 3 ;; and higher.
[Voice] Volume = 75 VoiceIndex = 2 DeviceIndex = 0
;;;; Display Section ;;; This section sets up your on screen display, the entire section ;;; can be deleted and defaults will be used, any key can be deleted ;;; or left blank. ; LineHeight Pixel Height of a line, does NOT change FontSize ; XOffset How far to the right to put display ; YOffset How far down to put display ; HeaderLines How many Header lines? More pushes status lines down ;;; NOTE: Target data will be displayed on header HeaderLines -1 ; StatusLines How many Status lines... since these usually scroll, ;; having more than one permits some time to read them ;; before they dissapear. ; ScrollUp Scroll status messages up as they are recieved? ;;; WARNING: ;;; Use caution with the last 3, adding header lines and not using ;;; them only changes spacing BUT setting it smaller but setting a ;;; larger HeaderLine number than there are (in other configs, ;;; like Buffs) will generate a 'line out of range' error and will ;;; stop the script. ;;; Adding status lines will only be noticed if ScrollUp is used. ;;; Try it and see what happens if it's not already on by default.
[Display] LineHeight = 20 XOffset = 100 YOffset = 300 HeaderLines = 11 StatusLines = 5 ScrollUp = True
;;; Default HeaderLine setup: ;; 1 EQ2Harvester language line ;; 2 PauseKey desc line ;; 3 Pet Info Line (BuffLine - 1) ;; 4 Buff Lines ;; 5 Harvesting Info ;; 6 LastRare Line ;; 7 WayPoint line ;; 8 Paused Message Line ;; 9 ;; 10 Target Range to target ;; 11
;;;; Logger Section ;;; This section sets up your logger, the entire section ;;; can be deleted and defaults will be used, any key can be deleted ;;; or left blank. ;; ; WriteDate Do you want a date written in your log file? ; ShowSeconds If so, do you want seconds recorded? ; ShowYear Do you want the year recorded? ; SectionChar What character to use for section headers ; SeparatorChar What character to use for separator lines ; SeparatorCount How many SeparatorChars per line? ;; NOTE: Separators written will never exceed MaxLineLen ; SeparatorDate Put a date on separtor lines? ********* This line has 10 *'s for separator, no Date. ; ContinuedLinePrefix Put this before wrapped lines ;; if MaxLineLen is greater than 0. ; MaxLineLen Word wrap at this many characters, 0 is no wrap ; FileName What file to log to, blank means, use default ;; given by the program. Relative paths are fine,
[Logger] WriteDate = False ShowSeconds = False ShowYear = False SectionChar = - SeparatorChar = * SeparatorCount = 20 SeparatorDate = False ContinuedLinePrefix = >->- MaxLineLen = 80 fileName =
;;;; Navigator Section ;; These are Navigator specific configuration items. ;;; ; IdleTime How long do we idle in our travelling loop, 1000 ;; is 1 second, basically lower is more responsive, ;; less target overruns but more CPU usage. When ;; Navigator is withing RunToRange * 4 it idles 1/4 ;; as long to increase accuracy but set it ;; to whatever you want. I would not go below 200. ; DebugLevel Navigator specific level, this is NOT the main ;; DebugLevel although they work together. For THIS ;; DebugLevel 10 is silent, 0 is VERY noisy. ;;; NOTE: The main DebugLevel governs not only the whole ;;; program but also the Navigator class, if your debug ;;; level is 0 Navigator will be silent too, if your main ;;; main debug level is 10 but the navigator is 10 also, ;;; navigator will still be silent. The noisiest would be ;;; main debug at 10 and navigator at 0. Probably easiest ;;; to just leave this at 0. ;;;; For you silly programmers, set this negative to make it ;;;; noisy while the rest is quiet. ; RunToRange How close to target before we stop running? ;;; NOTE: if DoCreap is true we start creaping at ;;; RunToRange, otherwise we just stop, so if you use ;;; DoCreap you can set your RunToRange higher and ;;; creap up on your target ; DoCreap Should we creap up on our target for accuracy? ; CreapToRange If so, how close? ;;; NOTE: I have found that pushing against a node I can ;;; still be more than 1 in range from the node! ; MaxTurnTries How many tries MAX before we give up turning. ; MaxTolerance When standing, how far off target is ok? 0-180 ;; This number may be higher to get moving more ;; quickly although 0 is perfectly acceptable as well ;; for either. ; MinTolerance When running, how far off target is ok? 0-180 ; MaxStuckTries How many tries to get unstuck or creap?
[Navigator] IdleTime = 200 DebugLevel = 0 RunToRange = 12 DoCreap = True CreapToRange = 6 MaxTurnTries = 5 MaxTolerance = 6 MinTolerance = 4 MaxStuckTries = 10
;;;; BuffClass section: ;;; See ReadMe.BuffBot.ini for documentation on this section it's ;;; worth reading through, the Buff Class is very powerful and ;;; flexable and might be used for a large number of things. ;; ;;; NOTE: BuffBotFile is not yet implimented! ; BuffBotFile File to read Buffs from NOT IMPLIMENTED ;; If this is defined it is the ONLY thing that will be ;; read from this file. It can be defined in the [BuffBot] ;; section or in your PlayerName section but if defined the ;; buffClass switches to your new file if it exists. ;;; NOTE: PetSpell header line used will be Buff header line - 1 ;; ; HeaderLine Line to put Buff data on (Pet will be above) ; PetSpellName Complete spell name of pet, to recast if needed ;;; NOTE: Do NOT define this if you do not have a pet! ; PetBuffNames Comma separated list of spell names, pet buffs ;; Any spells that need to be recast when a new pet ;; is made, this is NOT section names, this is the value ;; of the SpellName key in the spell section for the ;; buff. Multiple spell names can be separated with , ;; ie. spellname,spellname,etc... ; Buff1 Section name of a buff ; Buff2 Section name of a buff
[Leonemoon] BuffBotFile = ReadMe.BuffBot.ini HeaderLine = 4 PetSpellName = Tellurian Avenger PetBuffNames = Minion's Stance: Volatile Haven, Vehement Stone Buff1 = Horsey Buff2 = VStone ;Buff1 = VHaven ;Buff3 = Provocation ;Buff4 = Vexation
; SpellName Name of spell, used for /usea if no keys are supplied ; Keys Keys to press to cast, ^%+ are Ctrl Alt Shift in order ; CastTime How long it takes to cast in seconds ; Duration How long your spell lasts in minutes ;; Numbers can use decimal portions, 1.5 minutes is acceptable. ; CastOnMe Target ourselves before casting? ; DuringFight Do we cast this if needed during a fight ;; or wait till the fight is done?
[VHaven] SpellName = VHaven Keys = - CastTime = 3 Duration = 9 CastOnMe = False DuringFight = False
[VStone] SpellName = VStone Keys = = CastTime = 1 Duration = 14 CastOnMe = False DuringFight = False
[Provocation] SpellName = Provocation Keys = %= CastTime = 2.25 Duration = 14 CastOnMe = False DuringFight = False
[Vexation] SpellName = Vexation Keys = %0 CastTime = 2.25 Duration = 14 CastOnMe = False DuringFight = False
[Horsey] SpellName = Eldarian Charger Keys = ^1 CastTime = 4 Duration = 5 CastOnMe = False DuringFight = False
;;;; Log Parser String section ;;; This section contains strings that the log parser looks for, ;; if your language (in your log) is english then do NOT change these ;; because they work as is and if you change them they will NOT work. ;; If your log is not in english you will need to add a new section ;; for your language and set the strings to what your language IS in ;; your log file. ;; If you create another language setup, please send it to me so that ;; I can include it here. ;; ; LogLanguage What language is your log in?
[Language] LogLanguage = English
[English] TellsYou = tells you YouMine = You mine YouGather = You gather YouForest = You forest YouAquire = You acquire YouFish = You fish YouFound = You found YouCannotSee = You cannot see your target! YouCannotHarvest= no eligible target YouFailedHarvest= You failed to \w* anything from .* InventoryFull = Your inventory is currently full TooFarAway = Your target is too far away TrivialHarvest = It was trivial for you HelpHelp = Help! Help! I'm injured and in need of assistance! Harvested = Harvested
[German] TellsYou = teilt you YouMine = You mined YouGather = You gathered YouForest = You forest YouAquire = You acquire YouFish = You fish YouFound = Ihr habt * gefunden. ;(1122916840)[Mon Aug 01 19:20:40 2005] Ihr könnt Eurem aktuellen Ziel keine Falle stellen.
YouCannotSee = Ihr könnt Euer Ziel nicht sehen! YouCannotHarvest= Ihr könnt .* Ziel .* YouFailedHarvest= You failed to .* anything from .* InventoryFull = Euer Inventar ist derzeit voll. TooFarAway = Euer Ziel ist zu weit entfernt! Nähert Euch ihm! TrivialHarvest = It was trivial for you HelpHelp = Achtung! Achtung! Ich bin verwundet! Bitte hilf mir! Harvested = Aufgesammelt
[Dutch] ;; Just an example of creating a new section, I do not have the ;; translations but would love to... hint hint!
;;;; Resources Section ;; ;;; NOTE: ResourceFile is not Yet implimented! ; ResourceFile This is the filename for the resources and ;; waypoints ini file. This key must be in the [Resources] ;; section. You CAN include all of the stuff (from the other ;; file) in here directly with a direct cut and paste (if you ;; remove the [Resources] section and the ResourceFile key or ;; make it blank) but I think this will help with ;; organization.
;;; Harvested types are separated into sections for ease of use. ;; ; HotKey = What is it's Hotkey? ; Harvest = Do you want to harvest this type of node? ; HarvestTrivial = Even when trivial? ;;; NOTE: if ALL HarvestTrivial are true for ALL types you save ;;; some cpu cycles due to not having to check for trivial each ;;; time it occurs in the log... if Harvest is false then ;;; HarvestTrivial is meaningless.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Resources File ; ;;;; Resources Section ;;; Harvested types are separated into sections for ease of use. ;; ; HotKey What is it's Hotkey? ; Harvest Do you want to harvest this type of node? ; HarvestTrivial Even when trivial? ;;; NOTE: if ALL HarvestTrivial are true for ALL types you save ;;; some cpu cycles due to not having to check for trivial each ;;; time it occurs in the log... if Harvest is false then ;;; HarvestTrivial is meaningless.
[Ore] HotKey = 1 Harvest = True HarvestTrivial = True
[Stone] HotKey = 1 Harvest = True HarvestTrivial = True
[Collect] HotKey = 6 Harvest = True HarvestTrivial = True
[Wood] HotKey = 3 Harvest = True HarvestTrivial = True
[Den] HotKey = 4 Harvest = True HarvestTrivial = True
[Roots] HotKey = 2 Harvest = True HarvestTrivial = True
[Shrub] HotKey = 2 Harvest = True HarvestTrivial = True
[Fungi] HotKey = 2 Harvest = True HarvestTrivial = True
[Fish] HotKey = 5 Harvest = True HarvestTrivial = True
[Misc] HotKey = 3 Harvest = True HarvestTrivial = True
;;;; Zone Specific Sections ;;; This is where you setup how to handle each zone, each zone ;;; can have multiple WayPoint paths but only one can be used ;;; at a time. Be careful that your Section name is UNIQUE! ;; ;; [ZoneName] The current zone is the main section ; WayPointSection Section containing waypoints Blank means None ;; then don't use waypoints. ; Collect Name of Collectables ; Ore Name of Ore ; Stone Name of Stone ; Wood Name of Wood ; Shrub Name of Shrubs ; Roots Name of Roots ; Den Name of Dens ; Fish Name of Fish ; Fungi Name of Fungi ; Misc Name of Misc (rare node)
[The Forest Ruins] WayPointSection = FRuinsPath Collect = ? Ore = blemished ore Stone = unearthed stones Wood = aged arbor Shrub = natural garden Roots = damp roots Den = creature den Fish = array of fish Fungi = natural herb garden Misc = withered bones
;;;; A WayPoint Section ;; You can have as many of these as you would like for each ; zone but only one can be used at a time although you can link ; sections together by including a WayPointSection key in this ; section. This could be useful for having 2 routes in one zone and a ; travel route to get from one to the other permitting you a HUGE ; route that will NOT look like it could possibly be a bot. I have ; routes that are well over 100 waypoints. Small ranges with lot's of ; overlapping waypoints is far preferable to few waypoints with large ; ranges. I highly recommend using HBMakePath to make your routes. ; Be careful though, you could cause an endless loop like this:
;[Route1] ;WayPointSection = TravelTo2 ;Waypoint1 = 1,5,50 ;... ; ;[TravelTo2] ;WayPointSection = Route2 ;... ; ;[Route2] ;WayPointSection = TravelTo1 ;... ; ;[TravelTo1] ;WaypointSection = Route1 ;;; This one causes the loop! Remove it! ;...
;;; Notice that this causes an endless loop and will probably ; cause an out of memory error or a stack overflow in the script. If ; you get one of these errors you may want to check for this problem.
;;;; A WayPoint Section ; WayPointSection Another set of waypoints to add to this set ;;; Blank or deleting this line means there are no ;;; other sections ; Waypoint1 Your first waypoint must always be 1 ; Waypoint2 These must be sequential, 1 2 3 4 5 ... ; Waypoint3 The Linked section starts again at 1 ; Waypoint4 Internally this is stored as one huge route ; Waypoint5 And will go back to waypoint1 from the ; Waypoint6 originating section at the end of the route.
; Waypoint7 = x,y,range,stop
; x is the X location ; y is the Y location ; Range is how far around this waypoint to harvest ; Stop is do we go to this spot and stop before continuing ;; it can be the word stop or true or direct or any value ;; that makes sense to you, including a number greater or ;; less than 0, ;; To say do NOT stop you can leave it blank or set it to 0 ;; or false; ;;
[FRuinsPath] ;;;; This set of waypoints will path you from the entrance of the ;; zone completely around the keep ignoring any nodes found within ;; it. Notice that some waypoints have a radius of 0. These are ;; only travel nodes to help path to that location. waypoint1 = 906, -562, 35 waypoint2 = 952, -562, 35 waypoint3 = 996, -575, 45 waypoint4 = 1014, -622, 10 waypoint5 = 1033, -607, 15 waypoint6 = 1055, -594, 30 waypoint7 = 1075, -595, 30 waypoint8 = 1090, -605, 0, direct waypoint9 = 1105, -655, 30 waypoint10 = 1117, -708, 0, direct waypoint11 = 1138, -733, 0, direct waypoint12 = 1172, -749, 50 waypoint13 = 1140, -811, 50 waypoint14 = 1083, -840, 50 waypoint15 = 1075, -814, 15 waypoint16 = 1019, -825, 40 waypoint17 = 971, -815, 50 waypoint18 = 958, -757, 50 waypoint19 = 956, -703, 40 waypoint20 = 948, -661, 30 waypoint21 = 956, -641, 20 waypoint22 = 984, -635, 15 waypoint23 = 1004, -622, 10 waypoint24 = 992, -591, 35
[Antonica] WayPointSection = AntPath RelaxedRadius = False COLLECT = ? ORE = callous ore STONE = sandwashed rock WOOD = wind felled tree SHRUB = plains shrubbery FUNGI = plains fungi ROOTS = plains roots DEN = critter den FISH = shoal of fish MISC = withered bones
[AntPath] waypoint1 = -1730, 800, 50 waypoint2 = -1730, 750, 50 waypoint3 = -1730, 600, 50 waypoint4 = -1730, 550, 50 waypoint5 = -1730, 500, 50 waypoint6 = -1730, 450, 50 waypoint7 = -1700, 400, 50 waypoint8 = -1700, 350, 50 waypoint9 = -1675, 300, 50 waypoint10 = -1670, 250, 50 waypoint11 = -1630, 200, 50 waypoint12 = -1620, 150, 50 waypoint13 = -1620, 100, 50 waypoint14 = -1610, 50, 50 waypoint15 = -1600, 0, 50 waypoint16 = -1600, -50, 50 waypoint17 = -1620, -100, 50 waypoint18 = -1650, -150, 50 waypoint19 = -1650, -200, 50 waypoint20 = -1620, -250, 50 waypoint21 = -1585, -300, 50 waypoint22 = -1500, -550, 50 waypoint23 = -1490, -650, 50 waypoint24 = -1480, -750, 50 waypoint25 = -1575, -30, 0 waypoint26 = -1737, 380, 0 waypoint27 = -1780, 620, 0
[The Enchanted Lands] WayPointSection = ELPath COLLECT = ? ORE = residual ore STONE = rhythmic stone WOOD = wretched arbor SHRUB = mystical natural garden FUNGI = fairy ring ROOTS = velvety roots DEN = animal den FISH = throng of fish MISC = withered bones
[The Commonlands] WayPointSection = RelaxedRadius = False COLLECT = ? ORE = cloven ore STONE = wind swept rock FUNGI = oasis fungi SHRUB = oasis shrubbery ROOTS = desert roots FISH = band of fish DEN = armadillo den WOOD = wind felled tree MISC = withered bones
[Zek, the Orcish Wastes] WayPointSection = RelaxedRadius = False COLLECT = ? ORE = ferric ore STONE = mud stone WOOD = marred arbor SHRUB = flattened bed of thistle FUNGI = flattened natural herb garden ROOTS = vestigial roots DEN = lioness den FISH = fury of fish MISC = withered bones
[The Feerrott] WayPointSection = RelaxedRadius = False COLLECT = ? ORE = alluvium ore STONE = hermetic stone WOOD = putrid arbor SHRUB = overgrown bed of greenslade FUNGI = overgrown fairy ring ROOTS = dusty roots DEN = animal den FISH = hatch of fish MISC = withered bones
[The Thundering Steppes] WayPointSection = TSROVRoute Collect = ? Ore = stonecrest ore Stone = wind swept stones Wood = felled high plains arbor Shrub = high plains shrubbery Fungi = high plains fungi Roots = mesquite catch weed Den = beast den Fish = mob of fish Misc = withered bones
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; Sillyness section ;;; This section is to prevent sillyness like trying to ;; run the bot without ever configuring it to your personal ;; preferences. If the ImSilly key is true this bot will ask you to ;; please configure the bot before trying to run it. Just set this ;; to false and it will stop requesting that. Oh... did you check ;; the reply section? If not I suggest you go back... ; ; ImSilly Do we all agree that you are silly?
[SillyNess] ImSilly = False
;;; The bot will add a section below here ONLY if ;; [Harvester] WriteIni is true, this section will contain a running ;; count of all harvests as well as all rares and uncommons listed
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Posted: December 24th, 2006, 2:47 am
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un0riginal
Total Posts: 123
Joined: November 20th, 2006, 4:39 am
un0riginal's Reps: 28
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what zone are you doing this in, you have no way points specified other than the ones that are provided with the original .ini. Also are you sure that your 'right' key is F, unless you have a weird setup it looks like it should be D.
Finally turn your debug level down to somewhere around 4, rather than leaving it on 8.
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Posted: December 26th, 2006, 7:19 am
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negative
Total Posts: 34
Location: London
Joined: May 1st, 2004, 4:00 am
negative's Reps: 4
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I keep getting this error:
Setup complete, ready to run.
Updating MobDB, Please Wait...
MobDB updated with 39 mobs in 7 seconds 235 milliseconds.
Updating MobDB, Please Wait...
MobDB updated with 40 mobs in 7 seconds 297 milliseconds.
Main: Error (5007)
Main: TypeError: 'this.Resources[...].2' is null or not an object
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