This is my ini file.
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; 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