EQWatcher Evolution > The Basics > Frequently Asked Questions
There are many questions that come up over and over again. Although answers may be found in various other places in the documentation (however cryptic they might be), here is another place to look before asking :)
Note: This will be changed a bit so that only EQ-specific stuff is in this part
Can I use EQWatcher Evolution on a computer other than my EverQuest machine?
Yes of course you can! All you have to do is point EQWatcher to a network shared directory holding your EverQuest. Also it is important for you to know that the EverQuest plugin will only read your logs if EverQuest is detected running on your current system. To get around this, open up "eqwa.ini" in your EQWatcher Advanced directory, and change the line that says "AlwaysRead=FALSE" to "AlwaysRead=TRUE", OR open up notepad and create a file called "eqgame.txt" in your EQWatcher Advanced directory. The plugin will then always believe the game is running, and parse your logs as usual.
I am testing a script, and faking log file entries but EQWatcher isn't reading them. How can I do this?
The EverQuest plugin will only read your logs if EverQuest is detected running on your current system. To get around this, open up "eqwa.ini" in your EQWatcher Advanced directory, and change the line that says "AlwaysRead=FALSE" to "AlwaysRead=TRUE", OR open up notepad and create a file called "eqgame.txt" in your EQWatcher Advanced directory. The plugin will then always believe the game is running, and parse your logs as usual.
Text-to-Speech isn't working!! Why not?
Try checking out the Text-to-Speech installation section of the documentation, one of the two Text-to-Speech options should work for you.
Why does EQWatcher look for EQMAIN.DLL? I thought it was non-intrusive?
EQWatcher IS non-intrusive. The reason EQMAIN.DLL is used to find EverQuest in the case that you did not use the install CD to install EverQuest, is that it is a very good file to look for. EverQuest cannot run without that file, no matter how old your copy is, or how new. It does not access EQMAIN.DLL, it merely grabs the path that you navigate to, and stores that as its known EQ directory.
I like my background programs to run lean, is EQWatcher Evolution wasting resources?
EQWatcher is designed to run with as little resources as possible for the work that it does. In testing with default functionality, EQWatcher uses a maximum of about 6.5mb of memory (hit during initialization and version checking) but generally less than 1mb. For comparison purposes, "Explorer.EXE" in Windows XP is currently using 11.3mb of memory. Functionality like MP3 playing and Text-to-Speech piggybacks on other services (Winamp, SAPI), and is only used on demand -- there is no MP3 decompression or TTS rendering built into EQWatcher Evolution.
Can EQWatcher Evolution be released without x functionality since I don't use x functionality?
It "can", but it "wont be" :)
You can trim the core script to fit your own needs, but none of the interpreter's built in functionality will be removed for you.
Can Spellcaster damage-per-second be reported?
Yes. In recent versions, an option called the "damage shield cap" was implemented in the core script, which defaults to 75 damage. This is set to the minimum amount of non-melee damage the core script should consider to be from a spell rather than a damage shield, thus identifying the start of a new combat encounter. Anything below this amount will be treated as if it was a damage shield -- added to calculations if it is against the current mob, or ignored if it is against a different mob. Lower level casters that do not normally do 75 damage in a spell will of course want to lower this setting, and higher level casters that perhaps have higher damage shields on occasion may of course want to raise this setting. Damage over time damage, however, is not calculated for you.
I don't understand what the difference is between Triggers and Aliases
Triggers look at the log file, aliases look at the note file. Triggers are instructions for events that happen in EQ. Aliases are instructions for commands that you want to execute yourself. Triggers can be made on the fly, aliases MUST be written in a compiled script.
Is it possible to include damage from DOTs in damage per second and total damage?
The answer is yes, damage done by DOTs can be approximated. Nobody has undertaken this project yet, but it may happen eventually. Using recently added database functionality could allow scripts to calculate your DOT damage per second -- I'd like to see this, but can't be expected to do everything :) I may work on this sometime.
Here's a link to an old message board thread on the topic from well over a year ago, before the database functionality was added: http://pub78.ezboard.com/feqwatcherfrm1.showMessage?topicID=71.topic