New Harvest Script - Suggestions

Kannkor

Ogre
Hello everyone,

I am working on some new scripts ( Suggestions can be made here: http://www.isxgames.com/forums/showthread.php?t=3642 ).

My next project I am going to start, is a new harvest script that will use lavishnav.

I'm looking for what everyone would want in a new harvest script. When giving suggestions, please be as specific as you can, the more detail the better. I only harvest for epic weapons.

Here are some of the basic options.
Choose which resources to harvest (same idea as what is there now).
Roaming option with UI changable option of how far to roam (much like goharvest - you place it some where, and it will roam to any nodes it can see/get too).
Path option (eq2harvest idea, but you will only have to place "spots" to go to, and it will navigate to them on a mapped region).
Roaming while pathing - The end result will get you to your destination, but you will go sight seeing on the way there to grab the nodes around you (distance will be a UI option).
Optional delay after each node
Optional delay before "looping" the path
Aggro awareness (meaning it will be aware when you get aggro, and throw a status that another script can deal with).
User able to target an unknown node, and have the bot learn everything about that node and add it to the list.
UI tab is planned to be injectable to allow more compatibility with combat bots (combat bots scripters would need to inject the tab to use it).
Will have a standalone version also.

I'm considering Inventory management (deleting of harvests based on options) but we'll see if people care about it, or can be added later.

So that's the list of items I plan on working on to add to it. If you have other suggestions, or comments on the list please post them. I will update this posting as people suggest things.
 
Last edited:

Nuprecon

Active Member
Hello everyone,

I am working on some new scripts ( Suggestions can be made here: http://www.isxgames.com/forums/showthread.php?t=3642 ).

My next project I am going to start, is a new harvest script that will use lavishnav.

I'm looking for what everyone would want in a new harvest script. When giving suggestions, please be as specific as you can, the more detail the better. I only harvest for epic weapons.

Here are some of the basic options.
Choose which resources to harvest (same idea as what is there now).
Roaming option (much like goharvest - you place it some where, and it will roam to any nodes it can see/get too).
Path option (eq2harvest idea, but you will only have to place "spots" to go to, and it will navigate to them on a mapped region).
Roaming while pathing - The end result will get you to your destination, but you will go sight seeing on the way there to grab the nodes around you (distance will be a UI option).
Optional delay after each node
Optional delay before "looping" the path
Aggro awareness (meaning it will be aware when you get aggro, and throw a status that another script can deal with).
UI tab is planned to be injectable to allow more compatibility with combat bots (combat bots scripters would need to inject the tab to use it).
Will have a standalone version also.

I'm considering Inventory management (deleting of harvests based on options) but we'll see if people care about it, or can be added later.

So that's the list of items I plan on working on to add to it. If you have other suggestions, or comments on the list please post them. I will update this posting as people suggest things.
Tethered option: wont go X far away from starting position.
 

Hendrix

Well-Known Member
Inventory management is key. You need to be able to harvest everything and delete what you don't need.

Make a host script that can handle the harvest script and call a combat script.

Handle harvesting in zones that do multiple tiers

stray away from having nodes requried in an xml if possible.
 

Nuprecon

Active Member
Inventory management is key. You need to be able to harvest everything and delete what you don't need.

Make a host script that can handle the harvest script and call a combat script.

Handle harvesting in zones that do multiple tiers

stray away from having nodes requried in an xml if possible.
I was conceptualizing a way to have the bot run up to a "node" type that wasnt in the list and try each of the skills on it.. then add that node to what ever set it needed to be in.
 

Kannkor

Ogre
I don't follow why an .xml with information on each node, it's type, and skill level required wouldn't be a good idea.
It would allow for anyone to edit it, rather than editing code (for example, when the new expansion comes out).
 

Kannkor

Ogre
Don't think that information is available.
Can you tell what skill a resource requires without being near it? Because I would rather hardcode an .xml than have the bot run to every single resource to try it.
 

wired203

Active Member
Last I knew even the regular harvest bot doesn't use the skills, it just double clicks.

I always thought a tab with learn nodes would be cool. Basically a tab with type | current learned node name | and a learn button. For nodes that aren't taught yet it would say unknown. All a user would ever need to do is go into a zone, locate each type of nodes, target the node and press the learn button. Then there is no more XML editing.
 

Nuprecon

Active Member
Last I knew even the regular harvest bot doesn't use the skills, it just double clicks.

I always thought a tab with learn nodes would be cool. Basically a tab with type | current learned node name | and a learn button. For nodes that aren't taught yet it would say unknown. All a user would ever need to do is go into a zone, locate each type of nodes, target the node and press the learn button. Then there is no more XML editing.
That it does. Never even bothered looking at that.
 

Kannkor

Ogre
I more meant skill level.. I guess the bot could put any new harvests into an xml rather than humans doing it. Wouldn't be able to capture the skill levels until you "learned" one that you couldn't harvest. I'll keep it in mind.
 

wired203

Active Member
It could capture the skill levels too with some sort of a cross referrence of what material type is of what level. Say ferrite cluster = t7

I don't really see the benefit of skill level however, I guess so you could tell when it's time to go onto the next tier with some sort of visual confirmation perhaps. I just leave my skills window open when I harvest and move when I get them to where they need to go.
 

bjcasey

ISX Specialist
With respect to pathing, i'd like to see it actually loop. When I design my harvest paths I have a start and do a large circle and have my finish be near my start. Currently, the eq2harvest bot will reach the finish point and do a 180 degree turn and head back to the start along the same path it just took.

Advantages to a real loop would be that the nodes that you had collected at the start should have repopped so it will save on time and you will gather more harvestables.
 

Kannkor

Ogre
BJcasey - It's going to take people a little bit to get used to using the new movement system.

Here's a brief layout.
It's a little more complex, but much more powerful - IMO.
The idea is you will map out not just a straight "path", you will map out an entire area so your bot can navigate any where in that area. Then YOU select the points where you want to make sure your bot goes to.

For example: Lets say we have a big square zone. I may have 4 points. N corner, E corner, S corner, and W corner.
In the bot I would tell it to go to the following:
N Corner
E Corner
S Corner
W Corner

It would navigate to N corner, picking up any harvests along the way, once it got there, it then heads to E Corner etc etc.

You encounter a human up in the NE area, you can simply remove the N and E corner, and you would run back and forth between S and W corner (or add in other points).
 

Kannkor

Ogre
Wired203 - The idea behind knowing the skill levels of the resource is to deal with multi-tiered zones.

I want to avoid a tier I can't harvest, until I can harvest it.

I plan on adding in an "skill level up only" option also, so it would only harvest resources that would provide a skill level up. Which would be super handy for raising skill in multi-tiered zones as it would automatically switch from the low tier, to both tiers, to the top tier based on skill level.
 

bjcasey

ISX Specialist
BJcasey - It's going to take people a little bit to get used to using the new movement system.

Here's a brief layout.
It's a little more complex, but much more powerful - IMO.
The idea is you will map out not just a straight "path", you will map out an entire area so your bot can navigate any where in that area. Then YOU select the points where you want to make sure your bot goes to.

For example: Lets say we have a big square zone. I may have 4 points. N corner, E corner, S corner, and W corner.
In the bot I would tell it to go to the following:
N Corner
E Corner
S Corner
W Corner

It would navigate to N corner, picking up any harvests along the way, once it got there, it then heads to E Corner etc etc.

You encounter a human up in the NE area, you can simply remove the N and E corner, and you would run back and forth between S and W corner (or add in other points).
So similar to GoHarvest where you can also add points to ignore, such as a cliff face, or big ass tree.
 

Nuprecon

Active Member
So similar to GoHarvest where you can also add points to ignore, such as a cliff face, or big ass tree.
Not so much adding points to ignore, but being able to deselect parts of your path that you dont want to go to that day.
 

Kannkor

Ogre
As I'm making progress, I'm looking for some assistance.
I need a few zone files to start testing. Here is what I need.
Go to a zone with resources (for testing, I would like zones that are gray to level 80).
Type the following in the console:
"run eq2navcreator -auto -ptop"
You will seen a bunch of on-screen options. Don't touch them. Simply run around any where you would want the bot to run too. Keeping in mind the bot doesn't know how to "jump" or climb cliffs etc. So try to avoid going to areas where you need to jump to get too. Once you have ran the idea, press "F3" to save, then "F11" to exit. It creates a file in the following directory:
Scripts/EQ2Navigation/Zones/
The file is called the zonename.xml.
Post here, or post on the SVN if you have access and let me know where. This will allow me to start testing once I finish with the code.

Let me know if you have any questions.
 

tehfeer

Active Member
It would be really nice to have something like similar to goharvest but that would continue to work when it is in the background. Also it would be nice if the harvest bot would pause if you got aggro and allow eq2bot to take over until the mob is dead.
 

mycroft

Script Author: MyPrices
It would be really nice to have something like similar to goharvest but that would continue to work when it is in the background. Also it would be nice if the harvest bot would pause if you got aggro and allow eq2bot to take over until the mob is dead.
Quick hijack....goharvest does work in the background...have to set up your client options to lock foreground?
 

Kannkor

Ogre
It would be really nice to have something like similar to goharvest but that would continue to work when it is in the background. Also it would be nice if the harvest bot would pause if you got aggro and allow eq2bot to take over until the mob is dead.
Will work in the background, then again, all scripts (minus ones that deal with the broker window).

It does pause when you get aggro and allows a combat bot, such as eq2bot to take over.
 

insanitywiz

Senior Member
It would be really nice to have something like similar to goharvest but that would continue to work when it is in the background. Also it would be nice if the harvest bot would pause if you got aggro and allow eq2bot to take over until the mob is dead.
Make sure you aren't minimizing eq2 when you are tabbing out to other applications, things don't work minimized.
 
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