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.