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HarvestBot 3.00 is here : EverQuest 2 Premium Discussions - Page 2

Posted: May 23rd, 2005, 9:17 pm
 
thewatcher
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Ok, so If I read this right there are no known bugs and nobody has any additional feature requests before I release the next version?


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Posted: May 24th, 2005, 2:49 am
 
affector
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phatfuture";p="65536 wrote:
affector, i had the same thing. But that is accually not the error. The error is with the DeleteMe part, you CANNOT delete this, you have to set it to False. When i did that, everything worked nicely.

Hm, I have set this to false as per instructions, I've not deleted any lines in the ini, only configured them. Does "False" and "false" make a difference?


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Posted: May 24th, 2005, 6:15 am
 
phatfuture
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I think it does, tho im not 100% certain. Worth a try imo :)


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Posted: May 24th, 2005, 7:26 am
 
affector
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This is my ini file.

I suppose I might have done something wrong here; can anyone see anything?

Code:
; ini file for HarvestBot version 3.00

[Harvester]
;            You must delete the DeleteMe line or change it to False
DeleteMe   = False

;DebugLevel   = 0-10      Generally 1 is sufficient if you're not debugging, 0 to turn
;            off all but the extreme basics 10 will generate a LOT of data.
DebugLevel       = 8
;Avoidplayers    = True/False   If True, this will mark a node bad if another player is nearby
AvoidPlayers     = True
;CampOnEnd       = True/False   if True will camp to desktop once harvesting ends
CampOnEnd        = False
;EraseBadSpawns= True/False     if True will erase bad spawn locations when moving to
;            a new location
EraseBadSpawns   = True
;            How many times should we attempt to harvest a node before
;            marking it bad and moving on.
MaxHarvestAttempts   = 20
;QuitonTimeout   = True/False   End script you have not harvested in timeout minutes.
QuitonTimeout   = False
;Timeout   = #      Max time in minutes since last harvested item before
;            Quitting if QuitOnTimeout is True and you get stuck
;            or some other unforseen event happens
Timeout      = 15
;QuitOnTells   = True/False     /q if you recieve a tell
QuitonTells   = False
;PlayonTells   = True/False   Should I play a sound when you get a tell?
PlayonTells   = True
;TellSound   = filename.wav   This wav file will be played if the above is true.
;            This file MUST be a wav file and must be in the scripts folder.
;            If you set PlayonTells it will NOT quit on tells even if
;            QuiteOnTells is true.
TellSound   = ding.wav

;Hotbar      = #      number of the hotbar 0-9 that you have the harvesting hotkeys
;            on, if hotbar is 0 hotbars will not be used.
Hotbar      = 9
;defaultzone   = zonename   this is the zone the script will assume you are in
;            ONLY if the zone detected is not defined in the script
defaultzone   = antonica
;EQ2Path   = directory   directory where EQ2 is installed and must end with \
;
EQ2Path      = "C:\Program Files\Sony\EverQuest II\"

;   Here you configure your keys, The forward key MUST be your AutoRun key!
;   NearestPC is the key to target the nearest pc, normally F7
;   You can also reconfigure your jump key if needed.

[KeyConfig]
Forward      = \
Backward   = s
Left      = a
Right      = d
Jump      = {SPACE}
NearestPC   = {F7}

[Resources]
;nodetype   = #, #, True/False   first number is Priority and is 0 based,
;      IMPORTANT NOTE:   you can NOT have 2 of the same priority, if
;            you do only the last of that priority will be used.

;            True/False harvest this type of node?
;            If you use hotbars third is the hotkey
;            Last is do you continue to harvest this when it becomes
;            Trivial.  If you are just trying to level your harvesting
;            set all of these to false.
COLLECT   = 0, True, 6, False
MISC   = 1, True, 3, False
ORE   = 2, True, 1, True
STONE   = 3, True, 1, False
WOOD   = 4, True, 3, True
SHRUB   = 5, True, 2, False
DEN   = 6, True, 4, False
FISH   = 7, True, 5, False
ROOTS   = 8, True, 2, False
FUNGI   = 9, False, 2, False


;This section is for defining the buffs for your characters.   Set the section name to
;your characters first name ie [Johnydoe]
;NumofBuffs   = #      set this to the number of buffs you wish to cast
;Buff#      =       name, duration in min, cast time in seconds,
;  The name MUST be spelled correctly, it is used to cast the spell.
[Johnydoe]
Numofbuffs   = 3
buff1   = Fire seed,   8, 2
buff2   = Agitation,   13, 1
buff3   = Provocation, 13, 1

;Zone sections
;[zonename]
;maxwander   = #      this value is a radius around your starting point and is
;            ONLY used if you do not use waypoints
;UseWayPoints   = True/False   set to True to use waypoints, otherwise False
;NumofPoints   = #      set this to the number of waypointsyou define for this zone
;Waypoint#   = X, Y, R      set this to the X, Y coordinates and a harvest radius around
;            it set the radius to zero if you just wish to travel through
;            this location
;nodetype   = resource   set the appropriate resource name for this type of node

;This set of waypointswill path you from the entrance of the zone completely around the keep
;ignoring any nodes found within it.  Notice the last waypointhas a radius of 0.  This is
;only a travel node to help path you back to the start point.
[The Forest Ruins]
Maxwander   = 100
UseWayPoints   = True
Numofpoints   = 24
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, 40
waypoint8   = 1090, -605, 0
waypoint9   = 1105, -655, 30
waypoint10     = 1117, -708, 0
waypoint11     = 1138, -733, 0
waypoint12     = 1172, -749, 50
waypoint13     = 1140, -811, 50
waypoint14     = 1083, -840, 50
waypoint15     = 1075, -814, 15
waypoint16     = 1019, -825, 50
waypoint17     =  971, -815, 50
waypoint18     =  958, -757, 50
waypoint19     =  956, -703, 50
waypoint20     =  948, -661, 30
waypoint21     =  956, -641, 20
waypoint22     =  984, -635, 15
waypoint23     = 1004, -622, 10
waypoint24     =  992, -591, 35
COLLECT      = ?
FUNGI      = natural herb garden
ORE      = blemished ore
FISH      = array of fish
ROOTS      = damp roots
DEN      = creature den
SHRUB      = natural garden
WOOD      = aged arbor
STONE      = unearthed stones


[Antonica]
maxwander   = 100
UseWayPoints   = true
Numofpoints   = 13
waypoint1   = -520, 607, 100
waypoint2   = -662, 620, 100
waypoint3   = -639, 532, 100
waypoint4   = -575, 507, 100
waypoint5   = -615, 459, 100
waypoint6   = -577, 410, 100
waypoint7   = -572, 351, 100
waypoint8   = -635, 265, 100
waypoint9   = -703, 276, 100
waypoint10   = -710, 353, 100
waypoint11   = -633, 403, 100
waypoint12   = -601, 503, 100
waypoint13   = -558, 586, 100
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

[The Enchanted Lands]
MaxWander      = 50
UseWayPoints   = False
COLLECT      = ?
ORE      = residual ORE   
STONE      = rhythmic STONE
WOOD      = wretched arbor
SHRUB      = mystical natural garDEN   
FUNGI      = fairy ring
ROOTS      = velvety ROOTS   
DEN      = deer DEN   
FISH      = throng of fish
MISC      = withered bones

[The Commonlands]
Maxwander      = 100
UseWayPoints   = 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

[The Thundering Steppes]
MaxWander      = 100
UseWayPoints   = False
Numofpoints    = 0
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      = badger den
FISH      = mob of fish

[Zek, the Orcish Wastes]
Maxwander      = 100
UseWayPoints   = 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

[The Feerrott]
maxwander      = 100
UseWayPoints   = False
Numofpoints    = 0
COLLECT      = ?
ORE      = alluvium ORE   
STONE      = hermetic STONE
WOOD      = putrid arbor
SHRUB      = overgrown bed of greenslade
FUNGI      = overgrown fairy ring
ROOTS      = dusty ROOTS   
DEN      = manticORE   DEN   
FISH      = hatch of fish

[Rivervale]
Maxwander      = 100
UseWayPoints   = False
COLLECT      = ?
ORE      = sedimentary ore
STONE      = lithic STONE
FUNGI      = tainted fairy ring
SHRUB      = tainted natural garden
ROOTS      = insidious roots
FISH      = bedlam of fish
DEN      = dire wolf den
WOOD      = corrupted arbor


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Posted: May 24th, 2005, 8:37 am
 
blueknight

Total Posts: 136
Location: So Cal.
Joined: January 24th, 2005, 2:06 pm
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Active User > 50 Posts
Heya Watcher. Sorry for a delayed responce but am in Finals week at College. I am not sure if this is a bug or not so I hesitate to put it in the tracker. When I am out harvesting I come across nodes that when I try to harvest it tells me I am too far away. This will happen even if I am right on top of them. The problem is that the bot does not seem to be adding these to the bad node list and I end up stuck there. Is anyone else having this problem?

As to a feature request, it sounds like you have added "enter" to pause the bot? If not can you add some way to pause it? If you are using waypoints and stop/restart the bot, it will take you back tot he begining of the run even if it is across the whole zone from where you are.

Also, can you add a feature to stop the bot and log once your bags are full? Sorry if this is in there too. I have not had a chance to play with ver 3 yet.


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Posted: May 24th, 2005, 9:37 am
 
thewatcher
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blueknight";p="65583 wrote:
Heya Watcher. Sorry for a delayed responce but am in Finals week at College. I am not sure if this is a bug or not so I hesitate to put it in the tracker. When I am out harvesting I come across nodes that when I try to harvest it tells me I am too far away. This will happen even if I am right on top of them. The problem is that the bot does not seem to be adding these to the bad node list and I end up stuck there. Is anyone else having this problem?

As to a feature request, it sounds like you have added "enter" to pause the bot? If not can you add some way to pause it? If you are using waypoints and stop/restart the bot, it will take you back tot he begining of the run even if it is across the whole zone from where you are.

Also, can you add a feature to stop the bot and log once your bags are full? Sorry if this is in there too. I have not had a chance to play with ver 3 yet.


Easy one first... I have considered adding how close you have to be before you are considered 'there' to the INI file so that those with slower systems and faster systems could make that fine tuning adjustment for themseleves, maybe that should be done to correct the 'too far away' problem. Let me check into that. In all my harvesting I have had 1 node that was too far away, I gave it a push forward and harvested the node... guess I should have waited and tested what would happen. It Should add it to the bad nodes after it has tried MaxHarvestAttempts (in the ini file) * 6 second per attempt which is 120 seconds or 2 minutes.

Yes, Enter to chat has been added, enter again to continue in the version in testing now.

If you are using waypoints and you start the bot it finds the closest waypoint to where you are standing and continues it's loop from there, this cool code was put in by Retsek I believe, but before I started maintaining the bot, the same is true of the inventory full check. When full the bot stops, I have fallen asleep in my chair while testing and woken with full bags and an idle toon.


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Posted: May 24th, 2005, 10:06 am
 
tallaron
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affector";p="65571 wrote:
phatfuture";p="65536 wrote:
affector, i had the same thing. But that is accually not the error. The error is with the DeleteMe part, you CANNOT delete this, you have to set it to False. When i did that, everything worked nicely.

Hm, I have set this to false as per instructions, I've not deleted any lines in the ini, only configured them. Does "False" and "false" make a difference?


Mine is set at False so maybe there is another problem associated with the Deleteme that is causing this to happen to others even though it says False.

[Harvester]
; You must delete the DeleteMe line or change it to False
DeleteMe = False


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Posted: May 24th, 2005, 10:10 am
 
tallaron
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tallaron";p="65589 wrote:
affector";p="65571 wrote:
phatfuture";p="65536 wrote:
affector, i had the same thing. But that is accually not the error. The error is with the DeleteMe part, you CANNOT delete this, you have to set it to False. When i did that, everything worked nicely.

Hm, I have set this to false as per instructions, I've not deleted any lines in the ini, only configured them. Does "False" and "false" make a difference?


Mine is set at False so maybe there is another problem associated with the Deleteme that is causing this to happen to others even though it says False.

[Harvester]
; You must delete the DeleteMe line or change it to False
DeleteMe = False


By the way, I'm Smokey Watcher :)


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Posted: May 24th, 2005, 10:30 am
 
thewatcher
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affector";p="65579 wrote:
This is my ini file.

I suppose I might have done something wrong here; can anyone see anything?

Code:
; ini file for HarvestBot version 3.00

[Harvester]
;            You must delete the DeleteMe line or change it to False
DeleteMe   = False

;DebugLevel   = 0-10      Generally 1 is sufficient if you're not debugging, 0 to turn
;            off all but the extreme basics 10 will generate a LOT of data.
DebugLevel       = 8
;Avoidplayers    = True/False   If True, this will mark a node bad if another player is nearby
AvoidPlayers     = True
;CampOnEnd       = True/False   if True will camp to desktop once harvesting ends
CampOnEnd        = False
;EraseBadSpawns= True/False     if True will erase bad spawn locations when moving to
;            a new location
EraseBadSpawns   = True
;            How many times should we attempt to harvest a node before
;            marking it bad and moving on.
MaxHarvestAttempts   = 20
;QuitonTimeout   = True/False   End script you have not harvested in timeout minutes.
QuitonTimeout   = False
;Timeout   = #      Max time in minutes since last harvested item before
;            Quitting if QuitOnTimeout is True and you get stuck
;            or some other unforseen event happens
Timeout      = 15
;QuitOnTells   = True/False     /q if you recieve a tell
QuitonTells   = False
;PlayonTells   = True/False   Should I play a sound when you get a tell?
PlayonTells   = True
;TellSound   = filename.wav   This wav file will be played if the above is true.
;            This file MUST be a wav file and must be in the scripts folder.
;            If you set PlayonTells it will NOT quit on tells even if
;            QuiteOnTells is true.
TellSound   = ding.wav

;Hotbar      = #      number of the hotbar 0-9 that you have the harvesting hotkeys
;            on, if hotbar is 0 hotbars will not be used.
Hotbar      = 9
;defaultzone   = zonename   this is the zone the script will assume you are in
;            ONLY if the zone detected is not defined in the script
defaultzone   = antonica
;EQ2Path   = directory   directory where EQ2 is installed and must end with \
;
EQ2Path      = "C:\Program Files\Sony\EverQuest II"

;   Here you configure your keys, The forward key MUST be your AutoRun key!
;   NearestPC is the key to target the nearest pc, normally F7
;   You can also reconfigure your jump key if needed.

[KeyConfig]
Forward      = \
Backward   = s
Left      = a
Right      = d
Jump      = {SPACE}
NearestPC   = {F7}

[Resources]
;nodetype   = #, #, True/False   first number is Priority and is 0 based,
;      IMPORTANT NOTE:   you can NOT have 2 of the same priority, if
;            you do only the last of that priority will be used.

;            True/False harvest this type of node?
;            If you use hotbars third is the hotkey
;            Last is do you continue to harvest this when it becomes
;            Trivial.  If you are just trying to level your harvesting
;            set all of these to false.
COLLECT   = 0, True, 6, False
MISC   = 1, True, 3, False
ORE   = 2, True, 1, True
STONE   = 3, True, 1, False
WOOD   = 4, True, 3, True
SHRUB   = 5, True, 2, False
DEN   = 6, True, 4, False
FISH   = 7, True, 5, False
ROOTS   = 8, True, 2, False
FUNGI   = 9, False, 2, False


;This section is for defining the buffs for your characters.   Set the section name to
;your characters first name ie [Johnydoe]
;NumofBuffs   = #      set this to the number of buffs you wish to cast
;Buff#      =       name, duration in min, cast time in seconds,
;  The name MUST be spelled correctly, it is used to cast the spell.
[Johnydoe]
Numofbuffs   = 3
buff1   = Fire seed,   8, 2
buff2   = Agitation,   13, 1
buff3   = Provocation, 13, 1

;Zone sections
;[zonename]
;maxwander   = #      this value is a radius around your starting point and is
;            ONLY used if you do not use waypoints
;UseWayPoints   = True/False   set to True to use waypoints, otherwise False
;NumofPoints   = #      set this to the number of waypointsyou define for this zone
;Waypoint#   = X, Y, R      set this to the X, Y coordinates and a harvest radius around
;            it set the radius to zero if you just wish to travel through
;            this location
;nodetype   = resource   set the appropriate resource name for this type of node

;This set of waypointswill path you from the entrance of the zone completely around the keep
;ignoring any nodes found within it.  Notice the last waypointhas a radius of 0.  This is
;only a travel node to help path you back to the start point.
[The Forest Ruins]
Maxwander   = 100
UseWayPoints   = True
Numofpoints   = 24
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, 40
waypoint8   = 1090, -605, 0
waypoint9   = 1105, -655, 30
waypoint10     = 1117, -708, 0
waypoint11     = 1138, -733, 0
waypoint12     = 1172, -749, 50
waypoint13     = 1140, -811, 50
waypoint14     = 1083, -840, 50
waypoint15     = 1075, -814, 15
waypoint16     = 1019, -825, 50
waypoint17     =  971, -815, 50
waypoint18     =  958, -757, 50
waypoint19     =  956, -703, 50
waypoint20     =  948, -661, 30
waypoint21     =  956, -641, 20
waypoint22     =  984, -635, 15
waypoint23     = 1004, -622, 10
waypoint24     =  992, -591, 35
COLLECT      = ?
FUNGI      = natural herb garden
ORE      = blemished ore
FISH      = array of fish
ROOTS      = damp roots
DEN      = creature den
SHRUB      = natural garden
WOOD      = aged arbor
STONE      = unearthed stones


[Antonica]
maxwander   = 100
UseWayPoints   = true
Numofpoints   = 13
waypoint1   = -520, 607, 100
waypoint2   = -662, 620, 100
waypoint3   = -639, 532, 100
waypoint4   = -575, 507, 100
waypoint5   = -615, 459, 100
waypoint6   = -577, 410, 100
waypoint7   = -572, 351, 100
waypoint8   = -635, 265, 100
waypoint9   = -703, 276, 100
waypoint10   = -710, 353, 100
waypoint11   = -633, 403, 100
waypoint12   = -601, 503, 100
waypoint13   = -558, 586, 100
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

[The Enchanted Lands]
MaxWander      = 50
UseWayPoints   = False
COLLECT      = ?
ORE      = residual ORE   
STONE      = rhythmic STONE
WOOD      = wretched arbor
SHRUB      = mystical natural garDEN   
FUNGI      = fairy ring
ROOTS      = velvety ROOTS   
DEN      = deer DEN   
FISH      = throng of fish
MISC      = withered bones

[The Commonlands]
Maxwander      = 100
UseWayPoints   = 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

[The Thundering Steppes]
MaxWander      = 100
UseWayPoints   = False
Numofpoints    = 0
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      = badger den
FISH      = mob of fish

[Zek, the Orcish Wastes]
Maxwander      = 100
UseWayPoints   = 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

[The Feerrott]
maxwander      = 100
UseWayPoints   = False
Numofpoints    = 0
COLLECT      = ?
ORE      = alluvium ORE   
STONE      = hermetic STONE
WOOD      = putrid arbor
SHRUB      = overgrown bed of greenslade
FUNGI      = overgrown fairy ring
ROOTS      = dusty ROOTS   
DEN      = manticORE   DEN   
FISH      = hatch of fish

[Rivervale]
Maxwander      = 100
UseWayPoints   = False
COLLECT      = ?
ORE      = sedimentary ore
STONE      = lithic STONE
FUNGI      = tainted fairy ring
SHRUB      = tainted natural garden
ROOTS      = insidious roots
FISH      = bedlam of fish
DEN      = dire wolf den
WOOD      = corrupted arbor



Hmm, just got a strange idea, could you change your autorun key to something aside from \ and try again? This is a very unique key in VB and could very well be causing problems. Let me know the result please.


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Posted: May 24th, 2005, 10:35 am
 
thewatcher
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tallaron";p="65590 wrote:

By the way, I'm Smokey Watcher :)


Yea, took me a min but I figured that out ). I really want to see your problem resolved before I release this next version so I hope you are looking into it as well.


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Posted: May 24th, 2005, 11:05 am
 
thewatcher
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;RunToRange = 8 How close do we get to a what we are running to before we
; stop and consider ourselves 'there'.
; Use caution playing with this.
RunToRange = 8

Added Keyboard config options in the INI for the chat key and the shutdown key.

Chat = {ENTER}
ShutdownBot = {F11}


Last edited by Guest on May 24th, 2005, 12:44 pm, edited 1 time in total.

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Posted: May 24th, 2005, 11:51 am
 
tallaron
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Hehe, I look and look at this script stuff and try to figure it out but really don't know much about it. Hopefully you've seen my post from the Xunleashed log I made at Bug Tracker....it gives the line I guess the bugs on so hopefully that helps. Does that mean its EQ2Service problem or something up with your script? That would help me a bit so I stop staring at your script for hours if I don't need to, hehe :P


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Posted: May 24th, 2005, 12:41 pm
 
thewatcher
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Could you post your ini to the bugtracker for me under the bug you posted please? Just add a note.


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Posted: May 24th, 2005, 6:59 pm
 
highkeep
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EQ2Service load error 5 Invalid procedure call or argument, retrying.

I got that error above, so I reinstalled everything and reconfigured the .ini still not working.


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Posted: May 24th, 2005, 8:01 pm
 
thewatcher
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I'd really like to know what could be causing that, works perfectly on my system and obviously on a lot of others. I'm really without ideas, anyone have suggestions?


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