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Help with harvester please : EverQuest 2 Premium Discussions

Posted: March 7th, 2006
viliden
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.

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; 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
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