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Help with harvester please : EverQuest 2 Premium Discussions

Posted: March 7th, 2006, 9:57 pm
 
viliden
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Hey there,

Having trouble with harvester 1.01. The script starts up fine and runs for about 10-15 minutes without any troubles but then the script will open the start menu from windows and open up a random program. I think the reason it is opening a random program up is because the start menu becomes the primary window after the start button is activated. I can't seem to figure out why its doing this though but would really like to get it fixed. I'll put my .ini file below hope that helps.

(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
; IniFile written by Watcher's IniClass
/*
   Application Version: EQ2Harvesterv01.00
   Application Date: 10/24/2005 12:52
*/

;   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      = 1
EQIIDir         = D:\Program Files\Sony\EverQuest II\
Server         = ****
MinPress      = 57
CalibrateMinPress   = False
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   = 20
WriteIni      = true
HotKeyBar      = 5
HotKeyBarReset      = 1
CreapMax      = 8
SpeakAll      = true

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

[KeyConfig]
PausedLine   = 8
MaxTries   = 10
NextMob      = e
AutoRun      = n
Forward      = w
Backward   = s
Left      = a
Right      = d
Jump      = {SPACE}
TargetSelf   = {F1}
Shutdown   = {Del}
NearestPC   = {F7}
NearestNPC   = {TAB}
DeTarget   = \
Pause      = {Ins}
CommandChat   = /
Reply      = R
ToggleChat   = [
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   = True
ExitOnTell   = False
ExitOnExit   = False
HarvestFor   = 0
SpeakTell   = True
ReplyOnce   = TRUE
;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   = 3
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   = 8
RunToRange   = 6
DoCreap      = True
CreapToRange   = 4
MaxTurnTries   = 8
MaxTolerance   = 6
MinTolerance   = 4
MaxStuckTries   = 20

;;;;       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

[Ruckis]
BuffBotFile   = ReadMe.BuffBot.ini
HeaderLine   = 4
PetSpellName   = 
PetBuffNames   = 
Buff1      = 
Buff2      = 
;Buff1      =
;Buff3      =
;Buff4      =

;   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= You cannot .* current 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      = False
HarvestTrivial   = True

[Fungi]
HotKey      = 2
Harvest      = False
HarvestTrivial   = True

[Fish]
HotKey      = 5
Harvest      = False
HarvestTrivial   = True

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

;;;;      Zone Specific Sections
;;;       This is where you setup how to handle each zone, each zone
;;;       can have multiple WayPoint paths but only one can be used
;;;       at a time.  Be careful that your Section name is UNIQUE!
;;
;;  [ZoneName]      The current zone is the main section
;   WayPointSection   Section containing waypoints Blank means None
;;         then don't use waypoints.
;   Collect      Name of Collectables
;   Ore         Name of Ore
;   Stone      Name of Stone
;   Wood      Name of Wood
;   Shrub      Name of Shrubs
;   Roots      Name of Roots
;   Den         Name of Dens
;   Fish      Name of Fish
;   Fungi      Name of Fungi
;   Misc      Name of Misc (rare node)

[The Forest Ruins]
WayPointSection   = FRuinsPath
Collect      = ?
Ore      = blemished ore
Stone      = unearthed stones
Wood      = aged arbor
Shrub      = natural garden
Roots      = damp roots
Den      = creature den
Fish      = array of fish
Fungi      = natural herb garden
Misc      = withered bones

;;;;          A WayPoint Section
;;       You can have as many of these as you would like for each
; zone but only one can be used at a time although you can link
; sections together by including a WayPointSection key in this
; section.  This could be useful for having 2 routes in one zone and a
; travel route to get from one to the other permitting you a HUGE
; route that will NOT look like it could possibly be a bot.  I have
; routes that are well over 100 waypoints.  Small ranges with lot's of
; overlapping waypoints is far preferable to few waypoints with large
; ranges.  I highly recommend using HBMakePath to make your routes. 
; Be careful though, you could cause an endless loop like this:

;[Route1]
;WayPointSection = TravelTo2
;Waypoint1  = 1,5,50
;...
;
;[TravelTo2]
;WayPointSection = Route2
;...
;
;[Route2]
;WayPointSection = TravelTo1
;...
;
;[TravelTo1]
;WaypointSection = Route1   ;;; This one causes the loop! Remove it!
;...

;;;       Notice that this causes an endless loop and will probably
; cause an out of memory error or a stack overflow in the script.  If
; you get one of these errors you may want to check for this problem.

;;;;             A WayPoint Section
;   WayPointSection   Another set of waypoints to add to this set
;;;         Blank or deleting this line means there are no
;;;         other sections
;   Waypoint1      Your first waypoint must always be 1
;   Waypoint2      These must be sequential, 1 2 3 4 5 ...
;   Waypoint3      The Linked section starts again at 1
;   Waypoint4      Internally this is stored as one huge route
;   Waypoint5      And will go back to waypoint1 from the
;   Waypoint6      originating section at the end of the route.

;   Waypoint7 = x,y,range,stop

;   x is the X location
;   y is the Y location
;   Range is how far around this waypoint to harvest
;   Stop is do we go to this spot and stop before continuing
;;       it can be the word stop or true or direct or any value
;;       that makes sense to you, including a number greater or
;;       less than 0,
;;       To say do NOT stop you can leave it blank or set it to 0
;;       or false;
;;

[FRuinsPath]
;;;;    This set of waypoints will path you from the entrance of the
;;  zone completely around the keep ignoring any nodes found within
;;  it.  Notice that some waypoints have a radius of 0.  These are
;;  only travel nodes to help path to that location.
RelaxedRadius   = False
Maxwander   = 100
UseWayPoints   = true
Numofpoints   = 10
waypoint1   = 1058, -849, 50
waypoint2   = 966, -764, 50
waypoint3   = 963, -677, 30
waypoint4   = 963, -615, 30
waypoint5   = 938, -559, 30
waypoint6   = 992, -566, 30
waypoint7   = 1013, -609, 30
waypoint8   = 1061, -594, 30
waypoint9   = 1087, -621, 30
waypoint10   = 1129, -685, 10

[Antonica]
WayPointSection   = AntPath
RelaxedRadius   = True
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]
Maxwander   = 100
UseWayPoints   = true
Numofpoints   = 21
waypoint1   = -1684, -140, 80
waypoint2   = -1775, -126, 80
waypoint3   = -1896, -146, 80
waypoint4   = -1953, -247, 80
waypoint5   = -1953, -346, 80
waypoint6   = -1861, -406, 50
waypoint7   = -1724, -396, 30
waypoint8   = -1601, -338, 100
waypoint9   = -1501, -222, 0, direct
waypoint10   = -1513, -111, 0, direct
waypoint11   = -1654, 150, 0, direct
waypoint12   = -1731, 190, 70
waypoint13   = -1790, 197, 100
waypoint14   = -1799, 99, 100
waypoint15   = -1851, 11, 100
waypoint16   = -1836, -34, 100
waypoint17   = -1877, -44, 0, direct
waypoint18   = -1861, -72, 0, direct
waypoint19   = -1796, -80, 100
waypoint20   = -1719, -104, 100
waypoint21   = -1740, -172, 100


[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

[ELPath]
Maxwander   = 100
UseWayPoints   = true
Numofpoints   = 62
waypoint1   = 133, -54, 60
waypoint2   = 211, -121, 60
waypoint3   = 220, -166, 60
waypoint4   = 226, -204, 60
waypoint5   = 238, -246, 60
waypoint6   = 237, -279, 60
waypoint7   = 212, -297, 60
waypoint8   = 175, -279, 60
waypoint9   = 163, -253, 60
waypoint10   = 157, -209, 60
waypoint11   = 138, -172, 60
waypoint12   = 129, -145, 60
waypoint13   = 88, -114, 60
waypoint14   = 49, -96, 60
waypoint15   = -19, -112, 60
waypoint16   = -48, -86, 60
waypoint17   = -69, -50, 60
waypoint18   = -109, -22, 0, direct
waypoint19   = -133, -17, 0, direct
waypoint20   = -153, -2, 0, direct
waypoint21   = -185, 13, 60
waypoint22   = -212, 23, 60
waypoint23   = -245, 33, 60
waypoint24   = -279, 50, 60
waypoint25   = -310, 84, 60
waypoint26   = -343, 99, 60
waypoint27   = -368, 121, 60
waypoint28   = -400, 120, 60
waypoint29   = -401, 96, 60
waypoint30   = -421, 69, 60
waypoint31   = -411, 47, 60
waypoint32   = -374, 36, 60
waypoint33   = -350, 13, 60
waypoint34   = -342, 7, 60
waypoint35   = -321, -7, 60
waypoint36   = -287, -33, 60
waypoint37   = -257, -46, 60
waypoint38   = -246, -60, 60
waypoint39   = -225, -83, 60
waypoint40   = -206, -49, 60
waypoint41   = -177, -18, 0, direct
waypoint42   = -164, -17, 0, direct
waypoint43   = -144, -20, 0, direct
waypoint44   = -121, -31, 0, direct
waypoint45   = -106, -38, 0, direct
waypoint46   = -93, -49, 0, direct
waypoint47   = -89, -66, 0, direct
waypoint48   = -89, -95, 60
waypoint49   = -102, -162, 60
waypoint50   = -101, -197, 60
waypoint51   = -90, -217, 60
waypoint52   = -61, -210, 60
waypoint53   = -27, -209, 60
waypoint54   = 3, -218, 60
waypoint55   = 33, -228, 60
waypoint56   = 53, -247, 60
waypoint57   = 75, -278, 60
waypoint58   = 89, -297, 60
waypoint59   = 108, -306, 60
waypoint60   = 130, -322, 60
waypoint61   = 153, -312, 60
waypoint62   = 162, -283, 60


[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   = FeerrottRoute
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

[FeerrottRoute]
waypoint1   = -1, 921, 50
waypoint2   = 28, 922, 50
waypoint3   = 63, 894, 50
waypoint4   = 78, 857, 50
waypoint5   = 81, 827, 50
waypoint6   = 84, 809, 50
waypoint7   = 105, 773, 50
waypoint8   = 99, 752, 50
waypoint9   = 98, 723, 50
waypoint10   = 99, 675, 50
waypoint11   = -16, 686, 50
waypoint12   = -25, 686, 50
waypoint13   = -51, 676, 50
waypoint14   = -35, 657, 50
waypoint15   = -17, 622, 50
waypoint16   = 12, 577, 50
waypoint17   = 39, 558, 50
waypoint18   = 41, 527, 50
waypoint19   = 40, 493, 50
waypoint20   = -5, 438, 50
waypoint21   = -18, 455, 50
waypoint22   = -28, 472, 50
waypoint23   = -10, 489, 50
waypoint24   = -36, 492, 50
waypoint25   = -29, 518, 50
waypoint26   = -11, 524, 50
waypoint27   = -1, 538, 50
waypoint28   = -76, 560, 50
waypoint29   = -110, 580, 50
waypoint30   = -121, 618, 50
waypoint31   = -109, 665, 50
waypoint32   = -80, 672, 50
waypoint33   = -53, 671, 50
waypoint34   = -41, 688, 50
waypoint35   = -37, 701, 50
waypoint36   = -32, 705, 50
waypoint37   = -39, 737, 50
waypoint38   = -10, 723, 50
waypoint39   = -9, 737, 50
waypoint40   = -9, 754, 50
waypoint41   = -17, 772, 50
waypoint42   = -36, 802, 50
waypoint43   = -1, 820, 50
waypoint44   = 18, 793, 50
waypoint45   = 32, 745, 50
waypoint46   = 70, 791, 50
waypoint47   = 58, 838, 50
waypoint48   = 78, 854, 50
waypoint49   = 53, 858, 50
waypoint50   = -7, 871, 50
waypoint51   = -10, 857, 50
waypoint52   = -27, 852, 50
waypoint53   = -35, 840, 50
waypoint54   = -39, 810, 50
waypoint55   = -85, 819, 50
waypoint56   = -79, 868, 50
waypoint57   = -97, 903, 50
waypoint58   = -80, 919, 50
waypoint59   = -26, 894, 50
waypoint60   = 0, 920, 50

[The Thundering Steppes]
WayPointSection   = TSROVRoute
Collect      = ?
Ore      = stonecrest ore
Stone      = wind swept stones
Wood      = felled high plains arbor
Shrub      = high plains shrubbery
Fungi      = high plains fungi
Roots      = mesquite catch weed
Den      = beast den
Fish      = mob of fish
Misc      = withered bones

[TSROVRoute]
Maxwander   = 100
UseWayPoints   = true
Numofpoints   = 39
waypoint1   = -110, 129, 50
waypoint2   = -109, 165, 50
waypoint3   = -151, 182, 50
waypoint4   = -179, 180, 50
waypoint5   = -172, 202, 50
waypoint6   = -189, 215, 50
waypoint7   = -209, 192, 50
waypoint8   = -228, 203, 50
waypoint9   = -162, 241, 50
waypoint10   = -123, 252, 50
waypoint11   = -90, 317, 50
waypoint12   = -120, 304, 50
waypoint13   = -257, 303, 50
waypoint14   = -278, 267, 50
waypoint15   = -287, 278, 50
waypoint16   = -279, 339, 50
waypoint17   = -338, 346, 50
waypoint18   = -362, 333, 50
waypoint19   = -374, 299, 50
waypoint20   = -395, 298, 50
waypoint21   = -398, 280, 50
waypoint22   = -419, 262, 50
waypoint23   = -388, 212, 50
waypoint24   = -398, 165, 50
waypoint25   = -429, 140, 50
waypoint26   = -467, 150, 50
waypoint27   = -515, 236, 50
waypoint28   = -481, 284, 50
waypoint29   = -470, 296, 50
waypoint30   = -447, 334, 50
waypoint31   = -412, 356, 50
waypoint32   = -443, 358, 50
waypoint33   = -480, 381, 50
waypoint34   = -510, 412, 50
waypoint35   = -544, 461, 50
waypoint36   = -536, 511, 50
waypoint37   = -500, 509, 50
waypoint38   = -441, 496, 50
waypoint39   = -394, 495, 50
waypoint40   = -368, 541, 50
waypoint41   = -333, 594, 50
waypoint42   = -308, 560, 50
waypoint43   = -284, 512, 50
waypoint44   = -258, 515, 50
waypoint45   = -224, 538, 50
waypoint46   = -169, 455, 50
waypoint47   = -133, 476, 50
waypoint48   = -81, 418, 50
waypoint49   = -53, 330, 50
waypoint50   = -85, 326, 50
waypoint51   = -120, 254, 50
waypoint52   = -92, 162, 50


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


;;;;         Sillyness section
;;;      This section is to prevent sillyness like trying to
;;  run the bot without ever configuring it to your personal
;;  preferences.  If the ImSilly key is true this bot will ask you to
;;  please configure the bot before trying to run it.  Just set this
;;  to false and it will stop requesting that.  Oh... did you check
;;  the reply section?  If not I suggest you go back...
;
;   ImSilly   Do we all agree that you are silly?

[SillyNess]
ImSilly   = False

;;;;                      Statistics Section
;;;         This section is generated by HarvestClass and updated
;;      each time it is run.  Once it has been added to a file
;;      you can change comments or formatting to your liking
;;      it will not be altered again by the harvester except
;;      to update the key values UNLESS you delete the entire section.
;;      You can delete keys or delete their value to reset them.
;;
;   HarvestedFor                How long we harvested for last session
;   HarvestsPerMinute           Harvests Per Minute
;   FailurePerHarvestRatio      Failures per Harvest
;   HarvestsSession             Harvests done THIS session
;   HarvestsRareSession         Rares this Session
;   HarvestsUncommonSession     Uncommons this session
;   HarvestsCollectableSession  Collectables this Session
;   SessionUncommons            Types of Uncommons this session
;   SessionRares                Types of Rares harvested this session
;   HarvestsTotal               Harvests done All time
;   HarvestsRareTotal           Rares all time
;   HarvestsUncommonTotal       Uncommons all time
;   HarvestsCollectableTotal    Collectables all time
;   TotalRares                  Types of Rares harvested
;   TotalUncommons              Types of Uncommons

[Statistics]
HarvestedFor         = 0 hours 7 minutes 53 seconds 719 ms
HarvestsPerMinute      = 2.88
FailurePerHarvestRatio      = 0.09523809523809523
HarvestsSession         = 21
HarvestsRareSession      = 0
HarvestsUncommonSession      = 0
HarvestsCollectableSession   = 0
SessionRares         =
SessionUncommons      =
HarvestsTotal         = 103
HarvestsRareTotal      = 0
HarvestsUncommonTotal      = 0
HarvestsCollectableTotal   = 2
TotalRares         = None
TotalUncommons         = None


TIA!


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