EQ2harvest - experimental - questions

drgnfyre

Active Member
Mainly this is for Pygar since I know he's been working on this lately, but if you have answers, I'd love to hear them. :p

First thing - I think I know why eq2harvest spams the "Could not parse key combination 'NULL'" error messages.

As far as I can tell, every PRESS command in eq2harvest.iss is invalid. They are all using the PRESS "${MOVEX}" type of commands, but MOVEFORWARD and such are not variables, they're definitions. (this is what i was being told in IRC anyway.. :) ). Basically, I looked at the moveto.iss for comparison. I changed all references in eq2harvest to the moveto method of just PRESS MOVEFORWARD, and the NULL errors did go away. The bot went off into lala land, but the errors stopped. :p

The only reason I bring this up is I'd hate to have someone trying to troubleshoot or enhance the movement routines in eq2harvest if they're basically being ignored.



2nd thing I noticed / was having problems with. I'm out in Feerrott, and I keep getting stuck on this one particular Alluvium Ore node. It's basically 'underground', and the bot cannot get to it. It can move around enough to keep trying to get at it though - i see that there is code in the bot to realize when it's stuck and can't get to a node, but with this node, since it could keep sidestepping, it basically never realized it was "stuck". I can manually intervene with the movement keys and make it get 'stuck', and then it will try and move to the next node. However, every time I have done this, when it tries to move again, it will basically start going in circles (status says "moving through Nav Points"). I don't think it's got a stuck key or anything, because it will stop completely for a second when it realizes it isn't moving where it thinks it needs to go, but then will start moving in circles a moment later.

I was wondering if there was an easy way to have the harvest bot just not try and get nodes if they're clearly below the character?

One other request - could you add some code to have it use the new Gnomish devices for gathering if they're available? I've read that due to the extra bonuses to the skills, they're supposedly better at getting rares, etc. I'm not sure if it's true, but I do like carrying 3 items instead of 5 or 6. :p

Here's what i've been changing in eq2harvest.iss each time to do this.

Code:
		CurrentAction:Set[Harvesting ${Actor[${NodeID}].Name}]
		
		if ${HarvestTool[${NodeType}].Equal["Trapping"]}
			{
			Me.Inventory[Sandalwood Trap]:Equip
			Me.Inventory[Calibrated Automated Watersafe Net]:Equip
			}
		if ${HarvestTool[${NodeType}].Equal["Mining"]}
			{
			Me.Inventory[Sandalwood Pick]:Equip 
			Me.Inventory[Calibrated Automated Pickaxe]:Equip
			}
		if ${HarvestTool[${NodeType}].Equal["Gathering"]}
			{
			Me.Inventory[Sandalwood Shovel]:Equip 
			Me.Inventory[Calibrated Automated Shears]:Equip
			}
		if ${HarvestTool[${NodeType}].Equal["Foresting"]}
			{
			Me.Inventory[Sandalwood Saw]:Equip
			Me.Inventory[Calibrated Automated Shears]:Equip
			}	
		if ${HarvestTool[${NodeType}].Equal["Fishing"]}
			{
			Me.Inventory[Sandalwood Fishing Pole]:Equip 
			Me.Inventory[Calibrated Automated Watersafe Net]:Equip
			}	
			
		EQ2Execute /useability ${HarvestTool[${NodeType}]}
If you want, I can track down the other gnomish device names if it would help.
 

Pygar

EQ2Bot Specialist
The names of the other gnomish devices would be very helpful.

Ignoring delta-y variances is something I've been thinking about, but the problem is determining what is a valid range. The unreachable node you're having trouble with might not be very far out of your reach for example.

I'll play around with it, with a little math may get this working at a tolerable level.

Interestingly, I didn't change those press commands from the original, but was running into the same issues last night.

New revision coming out later today...
 

drgnfyre

Active Member
Gnomish Devices:

Gathering and Foresting:
Miscalibrated Automated Shears
Calibrated Automated Shears
Overclocked Automated Shears

Fishing and Trapping:
Miscalibrated Automated Watersafe net
Calibrated Automated Watersafe net
Overclocked Automated Watersafe net

Mining:
Miscalibrated Automated Pickaxe
Calibrated Automated Pickaxe
Overclocked Automated Pickaxe
 

drgnfyre

Active Member
Another thought on the problem it was having getting the 'unobtainable' node. Would it be easier to implement some sort of timer between when it sees the node and when it tries to move towards it? Wouldn't be perfect, but if it's been trying to get to the same node for 15 seconds, could just have it mark it as bad and move along.

Also - I thought there was some code already in there to look for hard to get to nodes - maybe that just needs to be looked at again. (I'm smart enough to realize what some of the sections of code do, but not enough to actually fix them.. :( )
 

Cr4zyb4rd

Active Member
Code:
Me.Inventory[Sandalwood Trap]:Equip
Me.Inventory[Calibrated Automated Watersafe Net]:Equip
Noobish question, can/will this equip both at once, or do you have to play around with clicks to handle items that fit in multiple slots? You could always intentionally empty both slots first I guess...
 

drgnfyre

Active Member
Cr4zyb4rd said:
Code:
Me.Inventory[Sandalwood Trap]:Equip
Me.Inventory[Calibrated Automated Watersafe Net]:Equip
Noobish question, can/will this equip both at once, or do you have to play around with clicks to handle items that fit in multiple slots? You could always intentionally empty both slots first I guess...
Not 100% sure, but it should emulate whatever behaviour as double clicking the item would do.

I never even thought about having it use both at the same time - i put all my sandalwood stuff in the bank.

but now I'll have to do some testing. :p

You could indeed unequip the slot first, but you'd probably want to do a check for the item first or something. Or you'd be constantly unequipping on every node.
 

drgnfyre

Active Member
Pygar - I downloaded the updates you had out in experimental last night- and things went very badly.

changing all the "Press" commands in eq2harvest.iss to actually work seems to have confused the bot - a lot..

If I go make a custom path - a straight line - it cannot walk in a straight line.

First it will move forward a little bit - then it will either strafe in a direction, or turn in a direction. It will then stop, and change facing, and start over.

I went and commented out all the movement commands in eq2harvest.iss, and it seemed to be a little better (could walk in a straight line), but if you get it stuck, it starts to do the same thing as described above - even after it's not stuck anymore.. :(
 

drgnfyre

Active Member
Crazybird - i did a little bit of testing, and it seems that you can only have one of the devices active at once.. You can equip both, but will only get the benefits of one of them.

Pygar - latest eq2harvest is giving errors about the lines

If !{Me.Ismoving} - looks like there's 2 of them.
 

drgnfyre

Active Member
Suggested changes - Attn Crazybard or pygar

Couple things for CrazyBard..

to handle the multiple node types in Eof and some other zones, I just added more node 'types' - seems that harvest can only have one thing in each 'type'..

so.. here's my harvest.xml file

Code:
<?xml version='1.0' encoding='UTF-8'?>
<!-- Generated by LavishSettings v2 -->
<InnerSpaceSettings>
	<Set Name="harvest list">
	  	<setting Name="leaded loam">1</Setting>	
		<Setting Name="tin cluster">1</Setting>
		<Setting Name="azurite cluster">1</Setting>
		<Setting Name="rough topaz">1</Setting>
		<Setting Name="lead cluster">2</Setting>
		<Setting Name="rough malachite">2</Setting>
		<Setting Name="severed elm">3</Setting>
		<Setting Name="roots">4</Setting>
		<Setting Name="sullied low quality bear pelt">5</Setting>
		<Setting Name="sullied low quality badger pelt">5</Setting>
		<Setting Name="sullied low quality mole rat pelt">5</Setting>
		<Setting Name="sullied low quality pelt">5</Setting>
		<Setting Name="deer meat">5</Setting>
		<Setting Name="turtle meat">5</Setting>
		<Setting Name="raw nutmeg">6</Setting>
		<Setting Name="barley">6</Setting>
		<Setting Name="raw white tea leaf">6</Setting>
		<Setting Name="raw basil">6</Setting>
		<Setting Name="jumjum">6</Setting>
		<Setting Name="baubbleshire cabbage">6</Setting>
		<Setting Name="black coffee bean">6</Setting>
		<Setting Name="raw pecan">6</Setting>
		<Setting Name="silverberry">7</Setting>
		<Setting Name="birchroot">7</Setting>
		<Setting Name="birchwood">7</Setting>
		<Setting Name="allspice">7</Setting>
		<Setting Name="milkweed">7</Setting>
		<Setting Name="twinleaf">7</Setting>
		<Setting Name="juniper">7</Setting>
		<Setting Name="sassafras">7</Setting>
		<Setting Name="snakeroot">7</Setting>
		<Setting Name="coldwind flounder">7</Setting>
		<Setting Name="frog leg">7</Setting>
		<Setting Name="sunfish">7</Setting>
		<Setting Name="iron cluster">1</Setting>
		<Setting Name="electrum cluster">2</Setting>
		<Setting Name="rough turquoise">2</Setting>
		<Setting Name="severed maple">3</Setting>
		<Setting Name="tuber strands">4</Setting>
		<Setting Name="sullied average quality badger pelt">5</Setting>
		<Setting Name="sullied average quality armadillo pelt">5</Setting>
		<Setting Name="sullied average quality pelt">5</Setting>
		<Setting Name="vulrich meat">5</Setting>
		<Setting Name="elephant meat">5</Setting>
		<Setting Name="raw carrot">6</Setting>
		<Setting Name="wheat">6</Setting>
		<Setting Name="raw black tea leaf">6</Setting>
		<Setting Name="raw black walnut">6</Setting>
		<Setting Name="murdunk orange">6</Setting>
		<Setting Name="raw thyme">6</Setting>
		<Setting Name="antonican coffee bean">6</Setting>
		<Setting Name="raw vanilla">6</Setting>
		<Setting Name="acorn">6</Setting>
		<Setting Name="blue succulent">6</Setting>
		<Setting Name="raw wheat">6</Setting>
		<Setting Name="raw cinnamon">6</Setting>
		<Setting Name="fig">7</Setting>
		<Setting Name="spoonleaf yucca">7</Setting>
		<Setting Name="sycamore">7</Setting>
		<Setting Name="field maple">7</Setting>
		<Setting Name="withered mushroom">7</Setting>
		<Setting Name="soapweed">7</Setting>
		<Setting Name="tree fern">7</Setting>
		<Setting Name="radish">7</Setting>
		<Setting Name="golden cichlid">7</Setting>
		<Setting Name="crab meat">7</Setting>
		<Setting Name="freewater grouper">7</Setting>
		<Setting Name="carbonite cluster">1</Setting>
		<Setting Name="gold cluster">2</Setting>
		<Setting Name="rough agate">2</Setting>
		<Setting Name="severed ash">3</Setting>
		<Setting Name="belladonna root">4</Setting>
		<Setting Name="sullied medium quality badger pelt">5</Setting>
		<Setting Name="sullied medium quality beaver pelt">5</Setting>
		<Setting Name="sullied medium quality pelt">5</Setting>
		<Setting Name="lion meat">5</Setting>
		<Setting Name="pig meat">5</Setting>
		<Setting Name="steppes mountain bean">6</Setting>
		<Setting Name="sweet onion">6</Setting>
		<Setting Name="almond">6</Setting>
		<Setting Name="fayberry">6</Setting>
		<Setting Name="raw marjoram">6</Setting>
		<Setting Name="rye">6</Setting>
		<Setting Name="oolong tea leaf">6</Setting>
		<Setting Name="beetleweed">7</Setting>
		<Setting Name="poison oak">7</Setting>
		<Setting Name="wild hyacinth">7</Setting>
		<Setting Name="bellflower">7</Setting>
		<Setting Name="wild leek">7</Setting>
		<Setting Name="wild birch">7</Setting>
		<Setting Name="wild garlic">7</Setting>
		<Setting Name="plantain">7</Setting>
		<Setting Name="seafury mackerel">7</Setting>
		<Setting Name="thicket crayfish">7</Setting>
		<Setting Name="octopus tentacle">7</Setting>
		<Setting Name="feyiron cluster">1</Setting>
		<Setting Name="salty loam">1</Setting>
		<Setting Name="velium cluster">2</Setting>
		<Setting Name="rough opaline">2</Setting>
		<Setting Name="severed briarwood">3</Setting>
		<Setting Name="tussah roots">4</Setting>
		<Setting Name="sullied high quality deer pelt">5</Setting>
		<Setting Name="sullied high quality lion pelt">5</Setting>
		<Setting Name="sullied high quality pelt">5</Setting>
		<Setting Name="bear meat">5</Setting>
		<Setting Name="griffin meat">5</Setting>
		<Setting Name="cucumber">6</Setting>
		<Setting Name="raw honey">6</Setting>
		<Setting Name="raw shallots">6</Setting>
		<Setting Name="green tea leaf">6</Setting>
		<Setting Name="everfrost ice bean">6</Setting>
		<Setting Name="cashew">6</Setting>
		<Setting Name="rolled oat">6</Setting>
		<Setting Name="wild apple">6</Setting>
		<Setting Name="sage">7</Setting>
		<Setting Name="sneezeweed">7</Setting>
		<Setting Name="bitter nutmeg">7</Setting>
		<Setting Name="cypress">7</Setting>
		<Setting Name="red oak">7</Setting>
		<Setting Name="black oak">7</Setting>
		<Setting Name="sumach">7</Setting>
		<Setting Name="tarragon">7</Setting>
		<Setting Name="murkwater carp">7</Setting>
		<Setting Name="blackwater snapper">7</Setting>
		<Setting Name="shark fin">7</Setting>
		<Setting Name="fulginate cluster">1</Setting>
		<Setting Name="rough bloodstone">2</Setting>
		<Setting Name="diamondine cluster">2</Setting>
		<Setting Name="severed teak">3</Setting>
		<Setting Name="ashen roots">4</Setting>
		<Setting Name="sullied superb quality manticore pelt">5</Setting>
		<Setting Name="sullied superb quality dire pelt">5</Setting>
		<Setting Name="sullied superb quality white pelt">5</Setting>
		<Setting Name="sullied superb quality pelt">5</Setting>
		<Setting Name="wyrm meat">5</Setting>
		<Setting Name="owlbear meat">5</Setting>
		<Setting Name="manticore meat">5</Setting>
		<Setting Name="raw saffron">6</Setting>
		<Setting Name="kiola nut">6</Setting>
		<Setting Name="browncap mushroom">6</Setting>
		<Setting Name="white peach">6</Setting>
		<Setting Name="lavastorm robusta bean">6</Setting>
		<Setting Name="pu-erh tea leaf">6</Setting>
		<Setting Name="corn">6</Setting>
		<Setting Name="raw cardamom">6</Setting>
		<Setting Name="wormwood">6</Setting>
		<Setting Name="moonflower">7</Setting>
		<Setting Name="peppertree">7</Setting>
		<Setting Name="lacquer">7</Setting>
		<Setting Name="cinchweed">7</Setting>
		<Setting Name="ginseng">7</Setting>
		<Setting Name="turnip">7</Setting>
		<Setting Name="nerius trout">7</Setting>
		<Setting Name="cauldron blowfish">7</Setting>
		<Setting Name="strange black ore">10</Setting>
		<Setting Name="indium cluster">1</Setting>
		<Setting Name="rough nacre">2</Setting>
		<Setting Name="beryllium cluster">2</Setting>
		<Setting Name="adamantine cluster">2</Setting>
		<Setting Name="porous loam">2</Setting>
		<Setting Name="severed sandalwood">3</Setting>
		<Setting Name="rough lumbered rosewood">3</Setting>
		<Setting Name="succulent roots">4</Setting>
		<Setting Name="hanging root">4</Setting>
		<Setting Name="sullied excellent quality stonehide pelt">5</Setting>
		<Setting Name="sullied excellent quality pelt">5</Setting>
		<Setting Name="sabertooth meat">5</Setting>
		<Setting Name="horned pelt">5</Setting>
		<Setting Name="ravasect meat">5</Setting>
		<Setting Name="aviak	 meat">5</Setting>
		<Setting Name="caiman meat">5</Setting>
		<Setting Name="mulberry">7</Setting>
		<Setting Name="foxglove">7</Setting>
		<Setting Name="date">7</Setting>
		<Setting Name="amaranth">7</Setting>
		<Setting Name="chamomile">7</Setting>
		<Setting Name="valerian root">7</Setting>
		<Setting Name="macadamia nut">6</Setting>
		<Setting Name="cloves">6</Setting>
		<Setting Name="artichoke">6</Setting>
		<Setting Name="Maj'Dul coffee bean">6</Setting>
		<Setting Name="coriander">6</Setting>
		<Setting Name="prickly pear">6</Setting>
		<Setting Name="sweet chai tea leaf">6</Setting>
		<Setting Name="soaring coffee bean">6</Setting>
		<Setting Name="squash">6</Setting>
		<Setting Name="xegonberry">6</Setting>
		<Setting Name="darjeeling tea leaf">6</Setting>
		<Setting Name="tiger shrimp">7</Setting>
		<Setting Name="conger eel">7</Setting>
		<Setting Name="red herring">7</Setting>
		<Setting Name="adamantine cluster">1</Setting>
		<Setting Name="porous loam">1</Setting>
		<Setting Name="blue-silver sheet">1</Setting>
		<Setting Name="rough topaz">2</Setting>
		<Setting Name="azurite cluster">2</Setting>
		<Setting Name="perfectly cut purple geode">2</Setting>
		<Setting Name="rough lumbered rosewood">3</Setting>
		<Setting Name="a perfect osseous lumber">3</Setting>
		<Setting Name="hanging root">4</Setting>
		<Setting Name="horned pelt">5</Setting>
		<Setting Name="aviak meat">5</Setting>
		<Setting Name="ravasect meat">5</Setting>
		<Setting Name="a strip of supple leather">5</Setting>
		<Setting Name="sweet chai tea leaf">6</Setting>
		<Setting Name="soaring coffee bean">6</Setting>
		<Setting Name="squash">6</Setting>
		<Setting Name="xegonberry">6</Setting>
		<Setting Name="flying fish">7</Setting>
		<Setting Name="perfect osseous lumber">1</Setting>
		<Setting Name="a perfectly cut purple geode">1</Setting>
		<Setting Name="an averaged sized deep lurker">7</Setting>		
	</Set>
	<Set Name="feerrott">
		<Setting Name="1">alluvium ore</Setting>
		<Setting Name="2">hermetic stone</Setting>
		<Setting Name="3">putrid arbor</Setting>
		<Setting Name="4">musty roots</Setting>
		<Setting Name="5">animal den</Setting>
		<Setting Name="6">overgrown bed of greenslade</Setting>
		<Setting Name="8">overgrown fairy ring</Setting>
		<Setting Name="7">hatch of fish</Setting>
		<Setting Name="11">strange black ore</Setting>

	</Set>
	<Set Name="steppes">
		<Setting Name="1">stonecrest ore</Setting>
		<Setting Name="2">wind swept stones</Setting>
		<Setting Name="3">felled high plains arbor</Setting>
		<Setting Name="4">mesquite catch weed</Setting>
		<Setting Name="5">beast den</Setting>
		<Setting Name="6">high plains shrubbery</Setting>
		<Setting Name="7">mob of fish</Setting>
	</Set>
	<Set Name="antonica">
		<Setting Name="1">callous ore</Setting>
		<Setting Name="2">sandwashed rock</Setting>
		<Setting Name="3">wind felled tree</Setting>
		<Setting Name="4">plains roots</Setting>
		<Setting Name="5">critter den</Setting>
		<Setting Name="6">plains shrubbery</Setting>
		<Setting Name="7">shoal of fish</Setting>
		<Setting Name="10">withered bones</Setting>		
	</Set>
	<Set Name="orcishwastes">
		<Setting Name="1">ferric ore</Setting>
		<Setting Name="2">mud stone</Setting>
		<Setting Name="3">marred arbor</Setting>
		<Setting Name="4">vestigial roots</Setting>
		<Setting Name="5">animal den</Setting>
		<Setting Name="6">flattened bed of thistle</Setting>
		<Setting Name="7">flattened natural herb garden</Setting>
		<Setting Name="17">fury of fish</Setting>
	</Set>
	<Set Name="everfrost">
		<Setting Name="1">frigid ore</Setting>
		<Setting Name="2">blizzard stone</Setting>
		<Setting Name="3">corroded arbor</Setting>
		<Setting Name="4">wintry roots</Setting>
		<Setting Name="5">animal den</Setting>
		<Setting Name="6">glacial shrubbery</Setting>
		<Setting Name="7">frost bound fungus</Setting>
		<Setting Name="17">clamor of fish</Setting>
		<Setting Name="10">strange black ore</Setting>
	</Set>
	<Set Name="enchanted">
		<Setting Name="1">residual ore</Setting>
		<Setting Name="2">rhythmic stone</Setting>
		<Setting Name="3">wretched arbor</Setting>
		<Setting Name="4">velvety roots</Setting>
		<Setting Name="5">animal den</Setting>
		<Setting Name="6">mystical natural garden</Setting>
		<Setting Name="7">throng of fish</Setting>
	</Set>
	<Set Name="lavastorm">
		<Setting Name="1">flame licked ore</Setting>
		<Setting Name="2">metamorphic stone</Setting>
		<Setting Name="3">decrepit arbor</Setting>
		<Setting Name="4">paltry roots</Setting>
		<Setting Name="5">unknown</Setting>
		<Setting Name="6">blackened shrubbery</Setting>
		<Setting Name="7">wildfire fungus</Setting>
		<Setting Name="17">brood of fish</Setting>
		<Setting Name="10">strange black ore</Setting>
	</Set>
	<Set Name="nektulos">
		<Setting Name="1">penumbra ore</Setting>
		<Setting Name="2">eventide stone</Setting>
		<Setting Name="3">putrescent duskwood arbor</Setting>
		<Setting Name="4">rancid roots</Setting>
		<Setting Name="5">beast den</Setting>
		<Setting Name="6">polluted natural garden</Setting>
		<Setting Name="7">assortment of fungi</Setting>
		<Setting Name="7">swarm of fish</Setting>
	</Set>
	<Set Name="commonlands">
		<Setting Name="1">cloven ore</Setting>
		<Setting Name="2">wind swept rock</Setting>
		<Setting Name="3">wind felled tree</Setting>
		<Setting Name="4">desert roots</Setting>
		<Setting Name="5">critter den</Setting>
		<Setting Name="6">oasis shrubbery</Setting>
		<Setting Name="7">oasis fungi</Setting>
		<Setting Name="7">band of fish</Setting>
		<Setting Name="10">decrepit bones</Setting>
	</Set>
	<Set Name="rivervale">
		<Setting Name="1">sedimentary ore</Setting>
		<Setting Name="2">lithic stone</Setting>
		<Setting Name="3">corrupted arbor</Setting>
		<Setting Name="4">insidious roots</Setting>
		<Setting Name="5">animal den</Setting>
		<Setting Name="6">tainted natural garden</Setting>
		<Setting Name="7">tainted fairy ring</Setting>
		<Setting Name="7">bedlam of fish</Setting>
		<Setting Name="10">strange black ore</Setting>
	</Set>
	<Set Name="qey_adv01_oakmyst"> 
		<Setting Name="1">compound ore</Setting> 
		<Setting Name="2">moss encased stone</Setting> 
		<Setting Name="3">grizzled arbor</Setting> 
		<Setting Name="4">muddy roots</Setting> 
		<Setting Name="5">creature den</Setting> 
		<Setting Name="6">natural garden</Setting> 
		<Setting Name="7">cluster of fish</Setting> 
	</Set> 
	<Set Name="steppes_epic01_cove"> 
		<Setting Name="1">ferric ore</Setting> 
		<Setting Name="2">mud stone</Setting> 
		<Setting Name="3">marred arbor</Setting> 
		<Setting Name="4">vestigial roots</Setting> 
		<Setting Name="5">animal den</Setting> 
		<Setting Name="6">flattened bed of thistle</Setting> 
		<Setting Name="7">flattened natural herb garden</Setting> 
		<Setting Name="17">fury of fish</Setting> 
	</Set>
	<Set Name="exp01_rgn_sinking_sands"> 
		<Setting Name="1">eroded ore</Setting> 
		<Setting Name="2">sand scoured stone</Setting> 
		<Setting Name="3">arid timber</Setting> 
		<Setting Name="4">sun bleached roots</Setting> 
		<Setting Name="5">beast den</Setting> 
		<Setting Name="6">parched shrubbery</Setting>
		<Setting Name="7">dune fungi</Setting>
		<Setting Name="17">clutch of fish</Setting> 
	</Set>
	<Set Name="exp01_rgn_pillars_of_flame">
		<Setting Name="1">red rock</Setting> 
		<Setting Name="2">luminous stone</Setting> 
		<Setting Name="3">fallen branch</Setting> 
		<Setting Name="4">shriveled roots</Setting> 
		<Setting Name="5">beast den</Setting> 
		<Setting Name="6">withered shrubbery</Setting>
		<Setting Name="7">dune fungi</Setting>
		<Setting Name="17">cluster of fish</Setting> 
	</Set>
	<Set Name="fprt_adv02_graveyard"> 
		<Setting Name="1">dismal ore</Setting> 
		<Setting Name="2">exhumed stones</Setting> 
		<Setting Name="3">withered arbor</Setting> 
		<Setting Name="4">moldy roots</Setting> 
		<Setting Name="5">creature den</Setting> 
		<Setting Name="6">ravaged natural garden</Setting> 
		<Setting Name="7">natural herb garden</Setting> 
		<Setting Name="17">cluster of fish</Setting>
	</Set>
	<Set Name="exp02_rgn_realm_of_twilight"> 
		<Setting Name="1">twilight gem</Setting> 
		<Setting Name="2">firmament stone</Setting> 
		<Setting Name="3">twisted wood</Setting> 
		<Setting Name="4">trip roots</Setting> 
		<Setting Name="5">tangled nest</Setting> 
		<Setting Name="6">breeze leaf foliage</Setting> 
		<Setting Name="7">school of flying fish</Setting>
	</Set>
	<Set Name="exp02_rgn_realm_of_dawn"> 
		<Setting Name="1">sand burrowed ore</Setting> 
		<Setting Name="2">barren stone</Setting> 
		<Setting Name="3">dustwood arbor</Setting> 
		<Setting Name="4">arid roots</Setting> 
		<Setting Name="5">sand crawler den</Setting> 
		<Setting Name="6">dryland brush</Setting> 
		<Setting Name="7">crowd of fish</Setting>
	</Set>
   <Set Name="exp03_rgn_greater_faydark">
 		<Setting Name="1">exposed ore</Setting> 
 		<Setting Name="11">moss covered ore</Setting>  		
		<Setting Name="2">crumbled stones</Setting> 
		<Setting Name="12">eroded rock</Setting> 		
		<Setting Name="3">fallen branch</Setting> 
		<Setting Name="13">moss covered branch</Setting> 		
		<Setting Name="4">growing roots</Setting> 
		<Setting Name="14">large roots</Setting> 		
		<Setting Name="5">rodent den</Setting> 
		<Setting Name="15">feral animal den</Setting> 		
		<Setting Name="6">natural garden</Setting> 
		<Setting Name="16">a bush</Setting> 		
		<Setting Name="7">school of fish</Setting>
		<Setting Name="17">School of Emerald Trout</Setting>
		<Setting Name="18">trout fingerling</Setting>
  </set>
    <Set Name="qey_adv02_ruins">
		<Setting Name="2">unearthed stones</Setting>     
		<Setting Name="3">aged arbor</Setting> 	
		<Setting Name="4">damp roots</Setting> 
		<Setting Name="5">creature den</Setting> 
		<Setting Name="6">natural garden</Setting> 
		<Setting Name="7">array of fish</Setting>
  </set>  
    <Set Name="qey_adv04_bog">
    <Setting Name="1">murky ore</Setting>    
		<Setting Name="2">misty stone</Setting>     
		<Setting Name="3">dense felled arbor</Setting> 	
		<Setting Name="4">wilted roots</Setting> 
		<Setting Name="5">creature den</Setting> 
		<Setting Name="6">natural garden</Setting> 
		<Setting Name="7">assortment of fish</Setting>
  </set>    	
    <Set Name="exp03_rgn_steamfont">
		<Setting Name="1">burnished stone</Setting>    
		<Setting Name="11">pellucid stone</Setting>    
		<Setting Name="2">calcified rock</Setting>    
		<Setting Name="12">russet rock</Setting>     
		<Setting Name="3">verdant timber</Setting> 
		<Setting Name="13">earthy timber</Setting> 
		<Setting Name="4">wholesome roots</Setting> 	
		<Setting Name="14">nutritive roots</Setting> 	
		<Setting Name="5">animal den</Setting> 
		<Setting Name="15">beast den</Setting> 
		<Setting Name="6">natural nettle</Setting> 
		<Setting Name="16">natural shrubbery</Setting> 
		<Setting Name="7">steamfont coral</Setting>
		<Setting Name="17">spawning shoal</Setting>
  </set>   
	<Set Name="exp02_rgn_realm_of_night"> 
		<Setting Name="1">weathered geode</Setting> 
		<Setting Name="2">dustworn ore</Setting> 
		<Setting Name="3">osseous lumber</Setting> 
		<Setting Name="4">dusk roots</Setting> 
		<Setting Name="5">burrow</Setting> 
		<Setting Name="6">scrub thistle</Setting> 
		<Setting Name="7">school of flying fish</Setting>
	</Set>	

	<Set Name="Harvest Enhancer">
		<setting Name="0,1">Elm Pick</Setting>
		<setting Name="0,2">Elm Trap</Setting>
		<setting Name="0,3">Elm Saw</Setting>
		<setting Name="0,4">Elm Fishing Pole</Setting>
		<setting Name="0,5">Elm Shovel</Setting>
		<setting Name="1,1">Maple Pick</Setting>
		<Setting Name="1,2">Maple Trap</Setting>
		<setting Name="1,3">Maple Saw</Setting>
		<setting Name="1,4">Maple Fishing Pole</Setting>
		<setting Name="1,5">Maple Shovel</Setting>
		<setting Name="2,1">Ash Pick</Setting>
		<Setting Name="2,2">Ash Trap</Setting>
		<setting Name="2,3">Ash Saw</Setting>
		<setting Name="2,4">Ash Fishing Pole</Setting>
		<setting name="2,5">Ash Shovel</Setting>
		<setting Name="3,1">Briarwood Pick</Setting>
		<setting Name="3,2">Briarwood Trap</Setting>
		<setting Name="3,3">Briarwood Saw</Setting>
		<setting Name="3,4">Briarwood Fishing Pole</Setting>
		<setting Name="3,5">Briarwood Shovel</Setting>
		<setting Name="4,1">Teak Pick</Setting>
		<setting Name="4,2">Teak Trap</Setting>
		<setting Name="4,3">Teak Saw</Setting>
		<setting Name="4,4">Teak Fishing Pole</Setting>
		<setting Name="4,5">Teak Shovel</Setting>
		<setting Name="5,1">Sandalwood Pick</Setting>
		<Setting Name="5,2">Sandalwood Trap</Setting>
		<setting Name="5,3">Sandalwood Saw</Setting>
		<setting Name="5,4">Sandalwood Fishing Pole</Setting>
		<setting Name="5,5">Sandalwood Shovel</Setting>
		<setting Name="6,1">Rosewood Pick</Setting>
		<setting Name="6,2">Rosewood Trap</Setting>
		<setting Name="6,3">Rosewood Saw</Setting>
		<setting Name="6,4">Rosewood Fishing Pole</Setting>
		<setting Name="6,5">Rosewood Shovel</Setting>
		<setting Name="7,1">Ebonwood Pick</Setting>
		<Setting Name="7,2">Ebonwood Trap</Setting>
		<setting Name="7,3">Ebonwood Saw</Setting>
		<setting Name="7,4">Ebonwood Fishing Pole</Setting>
		<setting Name="7,5">Ebonwood Shovel</Setting>
	</set>
</InnerSpaceSettings>
notice that i just added 10 to the existing node types to handle the 2nd ones. Also, fish is now 7,17,and 18, as there are 3 types of fish in greater faydark.

Relevant changes made to eq2harvest.iss (under the method initialize)
Code:
		HarvestName[1]:Set[Ore]
		HarvestName[11]:Set[Ore]
		HarvestName[2]:Set[Stone]
		HarvestName[12]:Set[Stone]
		HarvestName[3]:Set[Wood]
		HarvestName[13]:Set[Wood]
		HarvestName[4]:Set[Roots]
		HarvestName[14]:Set[Roots]
		HarvestName[5]:Set[Pelts]
		HarvestName[15]:Set[Pelts]
		HarvestName[6]:Set[Shrubs]
		HarvestName[16]:Set[Shrubs]
		HarvestName[7]:Set[Fish]
		HarvestName[17]:Set[Fish]
		HarvestName[18]:Set[Fish]
		HarvestName[8]:Set[Collectibles(?)]
		HarvestName[9]:Set[Collectibles(!)]

		HarvestTool[1]:Set[Mining]
		HarvestTool[11]:Set[Mining]
		HarvestTool[2]:Set[Mining]
		HarvestTool[12]:Set[Mining]
		HarvestTool[3]:Set[Foresting]
		HarvestTool[13]:Set[Foresting]
		HarvestTool[4]:Set[Gathering]
		HarvestTool[14]:Set[Gathering]
		HarvestTool[5]:Set[Trapping]
		HarvestTool[15]:Set[Trapping]
		HarvestTool[6]:Set[Gathering]
		HarvestTool[16]:Set[Gathering]
		HarvestTool[7]:Set[Fishing]
		HarvestTool[17]:Set[Fishing]
		HarvestTool[18]:Set[Fishing]
		HarvestTool[8]:Set[Collecting]
		HarvestTool[9]:Set[Collecting]
and then, just to be safe, i changed the following variable definitions

Code:
variable string HarvestName[19]
variable string HarvestTool[19]
variable bool HarvestNode[19]
variable string NodeName[19]
variable int DestroyNode[19]
I'm also confused on harvest type "10" thats in the harvest.xml - i can't seem to find any reference to it.

variable int HarvestStat[19]
 

Cr4zyb4rd

Active Member
I don't know if I'd call that the "right" fix (what happens if you find a zone with 3 types of ore nodes? we go up to 21-30 and the loops keep getting bigger) but hell, as long as it works.

I fixed the UI code for the harvest timer, only to find that other than reading the value from the UI and/or config files there's no use made of it. It uses "timer" and "timerval", but they're never defined.

What should the timer actually be doing? Do you want some sort of timer countdown on the first pane of the UI, and to either exit/camp as checked on the options pane when it hits zero? That shouldn't be hard to do.
 

drgnfyre

Active Member
Timer should be camping to desktop or quitting, depending on what choice you have.

the "right" way would be to have it use an array for each node type. maybe set it up for 5 or 6 items in each node.

But I don't know how to make it walk through an array when it's checking, or if it's quicker to just have it check 20 node types rather than walk through an array.
 
Top Bottom