lalenea
Total Posts: 26 Joined: December 12th, 2006, 9:56 pm
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i found this at EQ2Harvester log
Game Log ""
Game log file not found!
Main: Error (0)
Main: Game log file required, aborting.
am i missing something?
Code: Select all /* Application Version: EQ2Harvesterv01.00 Application Date: 10/24/2005 12:52 */ ; IniFile written by Watcher's IniClass
; 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 = 8 EQIIDir = C:\Program Files\Sony\Everquest II\ Server = YOUR_SERVER_NAME_HERE MinPress = 56 CalibrateMinPress = True 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 = 10 WriteIni = C:\XUnleashed\Scripts\EQ2Harvester\harveststats.ini 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 = 20 NextMob = {Tab} AutoRun = {numlock} Forward = W Backward = S Left = A Right = D Jump = {SPACE} TargetSelf = {F1} Shutdown = {Del} NearestPC = {F7} NearestNPC = {F8} DeTarget = {F6} Pause = {Ins} CommandChat = / Reply = R ToggleChat = {Enter} 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 = False ExitOnTell = False ExitOnExit = False HarvestFor = 0 SpeakTell = True ReplyOnce = False ;Reply1 = i am getting mats ;Reply2 = i am getting rares ;Reply3 = I find harvesting relaxing. ;Reply4 = I find harvesting exciting when I get a rare! ;Reply5 = Grouping is fun, but I need the rares.
;;;; 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 = 2 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 = 0 RunToRange = 12 DoCreap = True CreapToRange = 10 MaxTurnTries = 5 MaxTolerance = 6 MinTolerance = 4 MaxStuckTries = 10
;;;; 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
[Leonemoon] BuffBotFile = ReadMe.BuffBot.ini HeaderLine = 4 PetSpellName = Tellurian Avenger PetBuffNames = Minion's Stance: Volatile Haven, Vehement Stone Buff1 = Horsey Buff2 = VStone ;Buff1 = VHaven ;Buff3 = Provocation ;Buff4 = Vexation
; 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= no eligible 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 k霵nt Eurem aktuellen Ziel keine Falle stellen.
YouCannotSee = Ihr k霵nt Euer Ziel nicht sehen! YouCannotHarvest= Ihr k霵nt .* Ziel .* YouFailedHarvest= You failed to .* anything from .* InventoryFull = Euer Inventar ist derzeit voll. TooFarAway = Euer Ziel ist zu weit entfernt! N鄣ert 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 = True HarvestTrivial = True
[Fungi] HotKey = 2 Harvest = True HarvestTrivial = True
[Fish] HotKey = 5 Harvest = True 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. 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, 30 waypoint8 = 1090, -605, 0, direct waypoint9 = 1105, -655, 30 waypoint10 = 1117, -708, 0, direct waypoint11 = 1138, -733, 0, direct waypoint12 = 1172, -749, 50 waypoint13 = 1140, -811, 50 waypoint14 = 1083, -840, 50 waypoint15 = 1075, -814, 15 waypoint16 = 1019, -825, 40 waypoint17 = 971, -815, 50 waypoint18 = 958, -757, 50 waypoint19 = 956, -703, 40 waypoint20 = 948, -661, 30 waypoint21 = 956, -641, 20 waypoint22 = 984, -635, 15 waypoint23 = 1004, -622, 10 waypoint24 = 992, -591, 35
[Antonica] WayPointSection = AntPath RelaxedRadius = False 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] waypoint1 = -1730, 800, 50 waypoint2 = -1730, 750, 50 waypoint3 = -1730, 600, 50 waypoint4 = -1730, 550, 50 waypoint5 = -1730, 500, 50 waypoint6 = -1730, 450, 50 waypoint7 = -1700, 400, 50 waypoint8 = -1700, 350, 50 waypoint9 = -1675, 300, 50 waypoint10 = -1670, 250, 50 waypoint11 = -1630, 200, 50 waypoint12 = -1620, 150, 50 waypoint13 = -1620, 100, 50 waypoint14 = -1610, 50, 50 waypoint15 = -1600, 0, 50 waypoint16 = -1600, -50, 50 waypoint17 = -1620, -100, 50 waypoint18 = -1650, -150, 50 waypoint19 = -1650, -200, 50 waypoint20 = -1620, -250, 50 waypoint21 = -1585, -300, 50 waypoint22 = -1500, -550, 50 waypoint23 = -1490, -650, 50 waypoint24 = -1480, -750, 50 waypoint25 = -1575, -30, 0 waypoint26 = -1737, 380, 0 waypoint27 = -1780, 620, 0
[AntPath1] waypoint1 = 88, 204, 50 waypoint2 = 127, 189, 50 waypoint3 = 166, 201, 50 waypoint4 = 189, 166, 50 waypoint5 = 156, 141, 50 waypoint6 = 117, 157, 50 waypoint7 = 83, 180, 50
[Outpost of the Overlord] WayPointSection = AntPath1 RelaxedRadius = False COLLECT = ? ORE = rugged ore STONE = unearthed stone FUNGI = budding natural garden SHRUB = natural garden ROOTS = roots FISH = band of fish DEN = creature den WOOD = felled elm tree MISC = withered bones
[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
[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 = 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
[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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;; 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
;;; The bot will add a section below here ONLY if ;; [Harvester] WriteIni is true, this section will contain a running ;; count of all harvests as well as all rares and uncommons listed
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