I found that using eq2bot with the harvester causes the harvest bot to get too far away from the node when eq2bot repositions itself for the fight and in the Harvest function it'll get stuck in a never ending loop. Thus, after the call CheckAggro commands in the Harvest function (there are 2) put in this code snippet:
Code:
if ${Actor[${NodeID}](exists)} && (${Actor[${NodeID}].Name.Equal[?]} || ${Actor[${NodeID}].Name.Equal[!]})
call moveto ${Actor[${NodeID}].X} ${Actor[${NodeID}].Z} 3 0 3 1
else
call moveto ${Actor[${NodeID}].X} ${Actor[${NodeID}].Z} 5 0 3 1
This will seek out the node again once combat is resolved.
Another check I changed for using the two together was actually in the CheckAggro function. I changed the "
${MobCheck.Detect}" to "
${Me.IsHated}" (again, there are 2). I was finding the
MobCheck.Detect getting stuck on mobs in the area that are in combat stance like the rogue guys in Loping Plains around Maximillian's camp. IsHated just seemed to stop more reliably for eq2bot to finish off the combat once the bot reaches a node. I still don't know why the bots will continue running through navigation points until it gets to a node or the end of the path to actually fight sometimes this is a problem in eq2bot alone also so between the two I just don't know.
That's some fixes I've found that had to be taken care of anyway...