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Thundering Steppes/Cove of Decay Harvester : EverQuest 2 Premium Discussions

Posted: February 21st, 2007, 7:11 am
 
dtheffrum
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I have been working on getting a harvester script to harvest nodes in CoD, zone out, then zone back in.

I say we get this working... us PvPers can't run a normal harvest bot like you guys... just gonna get killed. Here's what I found via search and what my ini looks like... so far.

Ini
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
;;;;      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

[The Crypt of Decay]
WayPointSection   = CoD1
Collect      = ...
Ore      = ...
Stone      = ...
Wood      = ...
Shrub      = ...
Roots      = ...
Den      = ...
Fish      = ...
Fungi      = ...
Misc      = ...

;;;;          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!
;...

[CoD1]
Waypoint1 = blank
Waypoint2 = blank
Waypoint3 = blank
Waypoint4 = blank ; waypoint to make it face towards door
WayPointSection = ZonetoTS

[ZonetoTS]
??? ; not sure, somehow make it zone
??? ; pause 1-2 mins
WayPointSection = TS1

[TS1]
Waypoint 1 = blank ; waypoint to make it face towards door
WayPointSection = ZonetoCoD

[ZonetoCoD]
??? ; make it click door?
??? ; make it select right instance
??? ; zone in click
??? ; pause 1-2 mins
WayPointSection = CoD1


;;;       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;
;;


Here's what needs to happen... it will be easy to make the bot move to face the CoD door... door will fill up the entire screen. The problem is, I don't know how to make the mouse go to a certain coord on the screen (best way to activate the door... only way?).

1. We need the mouse to center on the door then click.
2. Then we need it to click the normal instance "The Cove of Decay"
3. Then we need it to click the "Okay" button... or whatever it's called.
4. After that, we need the bot to wait maybe 1 - 2 mins... to allow for zoning.
5. Run the path in CoD.
6. Move to exit door
7. Click in center of screen
8. Wait 1 - 2 mins
9. Repeat

Below is the code I found in the post http://www.taultunleashed.com/phpbb2/about11516.html&postorder=asc&highlight=zoning&start=15

(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
sub HandleNoResourcesNearby
   writeLogLine("No Resources in this area. Zoning to reset!")
   XUScriptPlugin.staStatus.Text = "Zoning to refresh nodes!"
   XUScriptHost.KeyUp(VirtualKey.VK_NUMPAD5)    ' Hit the numpad 5 key to reset orientation
   XUScriptHost.Sleep 200
   XUScriptHost.KeyDown(VirtualKey.VK_NUMPAD5)
   NavigateXY oServiceObject,-7.27,-48.26       ' Run to exit of BSV
   Sleep 1000
   XUScriptHost.LMouseClick 600, 500, 2, 0    ' Double clicks door to exit BSV (navigator will force wait)
   NavigateXY oServiceObject,-3.33,-48.34       ' Run to ent of BSV after zoning out
   XUScriptHost.LMouseClick 600, 500, 2, 0    ' Double clicks door to enter BSV
   NavigateXY oServiceObject,IX,IY       ' Run back to origin in BSV
end sub


I'm not sure if i could just pop that type of code into my .ini file and it would work out just fine... I doubt it. If there is some way to incoorporate it... it would provide ways to move the mouse and click.

How would we find out what coord the mouse needs to click exactly? Some type of program to show you what coord your mouse is at at the current time? Similar to the navigation program perhaps?

I'll check this post throughout the day... if we can figure out the zoning, I'll go through CoD and make a path and finish the .ini up. It would be helpful to everyone in the community.


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Posted: March 8th, 2007, 1:29 pm
 
dirish1s
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A day late and a dollar short lad but let me see what I can come up with. I have used Automate 6 in the past to do this with one of the simpler Harvestbot 1.0 I think.. by default the F key will open a door. so I made it simple and zoned into COD. set a waypoint to walk out some. harvested within xx range set up a few more waypoints and the ending waypoint would lead me to face the door. In the harvest bot I set the options to exit script at the end of the route. Automate would detect the a pixel on the screen that would be yellow all the time while the bot was running once the bot closed the text would leave the screen automate would then detect if XX color changes from yellow to Any other color and move the mouse to the center of the screen (last waypoint would face you 20 range from cod-ts door) and hit the F and the automate task would then pause for 60 seconds to allow time for the zone to load. then use the D key to turn right for xx seconds (do not recall time) pause then center mouse then click and pause again to load the zone. Set automate to move mouse the the location on the screan were XU scripts are. press P to open persona window, move to location on the script window click X times to scroll to harvest bot and move mouse to location to start script. pause task and monitor the the screen and look for the yellow pixel. pause and wait for pixel to change from yellow agian. loop loop loop.

I may be able to get this to work with AC tools let me see what I can come up with.


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