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Chimpeon 101

Configuring Chimpeon for Fishing

The purpose of this 101 is to give you an understanding of how to configure Chimpeon to automate fishing in a game. Doing so will allow you to automatically level your fishing skill and catch a boat load of fish!

Chimpeon has an Area Scan feature and this is what you use to automate fishing. Area Scan works by checking for a pixel colour within a specified area of a game (in the case of fishing, the area where the float/bobber appears). When it detects the pixel colour, doesn't detect the pixel colour, or the pixel colour moves in a particular way, the associated Group is triggered (and the float/bobber is cast or clicked).

Area Scan window

Fig. Area Scan window

MORE: For further details about the Area Scan feature, refer to the Chimpeon Help > 3.6. Scanning an Area for a Pixel Colour.

In many games, there is normally two phases to fishing:

  1. Cast the float/bobber
  2. Click the float/bobber when a fish is hooked (i.e. the float/bobber moves in a certain way)

Both these phases are handled by the Area Scan feature. Below are instructions for how to setup Chimpeon to perform each of them.

Cast the Float/Bobber

Perform the following actions in Chimpeon to create a Group and associated Action that casts the float/bobber:

  1. If necessary, add a new Group by clicking the + button above the Groups panel.
  2. Specify a name for the Group in the associated Name edit box (e.g. Cast Bobber).
  3. Click the associated Action On setting then select the Area Scan option from the edit/list box.
  4. Click the target icon next to the Area Scan name to open the Area Scan window (see Fig. above).
  5. In your game, zoom in as far as you can. This is normally necessary for more accurate pixel colour detection and it is advised you do this.
  6. Position the mouse pointer in the game window where you want the top left corner of the scan area (where the float/bobber appears) to be defined then press and release the Shift key to record the Top and Left coordinates.
  7. Position the mouse pointer in the game window where you want the bottom right corner of the scan area to be defined then press and release the Alt key to record the Bottom and Right coordinates.
  8. Manually cast the float/bobber so it appears in your game.
  9. Position the mouse pointer over a distinct area of the float/bobber (i.e. an area that contains a pixel colour that is likely to be unique to the float/bobber) then press and release the CTRL key to record the pixel colour. This pixel colour may need to be changed if casting of the float/bobber is not performed correctly.
  10. Click and hold the Tolerance slider button then move it to the right so the Tolerance is set to 5%. This is normally necessary because the pixel colour will likely change due to environment lighting when the float/bobber moves in the water. This setting may need to be adjusted if casting of the float/bobber is not performed correctly. Refer to Monitoring Hits Per Second to Ascertain the Tolerance, below.
  11. If not already selected, click the Colour NOT Found radio button.
  12. Click the OK button to close the Area Scan window.
  13. If necessary, add a new Action (associated with the Cast Bobber Group) by clicking the + button above the Actions panel.
  14. For the associated Key/Button setting, specify the key used in-game to cast the float/bobber.
  15. In the associated Post Delay cell specify a value such as 3,000 (milliseconds). This is normally required to allow the float/bobber to fade in/settle down and prevents the float/bobber being continually cast or incorrectly clicked.
  16. Start Chimpeon.

The float/bobber should now be cast if it is not found within the specified scan area. If it is not cast, check all applicable settings and adjust the Scan Area, Pixel Colour and Tolerance until it does. Furthermore, make sure there is nothing within the scan area that has the same or similar colour to that of the pixel colour you selected on the float/bobber. Move your character somewhere else if there is.*

Click the Float/Bobber

Perform the following actions in Chimpeon to create a Group and associated Action that clicks the float/bobber when a fish is hooked:

NOTE: Instead of performing all the points below you can instead start from point 12 after duplicating the Cast Bobber Group.

  1. If necessary, add a new Group by clicking the + button above the Groups panel.
  2. Specify a name for the Group in the associated Name edit box (e.g. Click Bobber).
  3. Click the associated Action On setting then select the Area Scan option from the edit/list box.
  4. Click the target icon next to the Area Scan name to open the Area Scan window.
  5. In your game, zoom in as far as you can. This is normally necessary for more accurate pixel colour detection and it is advised you do this.
  6. Position the mouse pointer in the game window where you want the top left corner of your scan area (where the float/bobber appears) to be defined then press and release the Shift key to record the Top and Left coordinates.
  7. Position the mouse pointer in the game window where you want the bottom right corner of your scan area (where the float/bobber appears) to be defined then press and release the Alt key to record the Bottom and Right coordinates.
  8. If you want a border for the scan area to appear in-game when Chimpeon is started, select (tick) the Show "Area to Scan" Frame checkbox.
  9. Manually cast the float/bobber so it appears in your game.
  10. Position the mouse pointer over a distinct area of the float/bobber (i.e. an area that contains a pixel colour that is likely to be unique to the float/bobber) then press and release the CTRL key to record the pixel colour. This pixel colour may need to be changed if clicking of the float/bobber is not performed correctly.
  11. Click and hold the Tolerance slider button then move it to the right so the Tolerance is set to 5%. This is normally necessary because the pixel colour will likely change due to environment lighting when the float/bobber moves in the water. This setting may need to be adjusted if clicking of the float/bobber is not performed correctly. Refer to Monitoring Hits Per Second to Ascertain the Tolerance, below.
  12. Click the Colour Found radio button to select it.
  13. If the float/bobber moves down when a fish is hooked then the Motion Threshold for the Y axis will need to be configured. Select (tick) the Use checkbox for the Y axis then specify a number such as 7 in the Threshold edit box. This indicates that the float/bobber must move vertically more than the Threshold value before the float/bobber is clicked. This setting may need to be adjusted if clicking of the float/bobber is not performed correctly. Refer to Monitoring Motion to Ascertain the Threshold, below.
  14. Click the OK button to close the Area Scan window.
  15. If necessary, add a new Action (associated with the Click Bobber Group) by clicking the + button above the Actions panel.
  16. Select the mouse button used in-game to click the float/bobber (e.g. Right Mouse Button) from the associated Key/Button edit/list box.
  17. Click the mouse icon next to the Key/Button selection to open the Mouse Position window.
  18. Ensure the X and Y coordinates are set to -1. This ensures the specified mouse button is clicked at the in-game mouse pointer position (i.e. when it is over the float/bobber).
  19. Click the OK button to close the Mouse Position window.
  20. Start Chimpeon.

The float/bobber should now be clicked when it moves down vertically in the specified scan area. If it is not clicked check all the applicable settings and adjust the Scan Area, Pixel Colour, Tolerance, and the Motion Threshold for the Y axis until it does. Furthermore, make sure there is nothing within the scan area that has the same or similar colour to that of the pixel colour you selected on the float/bobber. Move your character somewhere else if there is.*

*NOTE: In-game environment objects, effects and lighting can affect Chimpeon's ability to detect or not detect the pixel colour in the float/bobber. It may therefore be necessary to have a Cast Bobber Group and a Click Bobber Group setup for different environments (like night and day). Alternatively, moving your character to a different location can sometimes be enough to allow the Area Scan feature to work correctly.

Monitoring Hits Per Second to Ascertain the Tolerance

To help you ascertain the Tolerance setting percentage, the Hits Per Second (Hits p/s) value is displayed in real time. Simply make sure the float/bobber appears in the scan area for the value to change.

Move the Tolerance slider until the Hits p/s value peaks at 10+ and does not remain at 0. Ensure the scan area does not contain environment objects with the same or similar colour as the selected pixel colour.

Monitoring Motion to Ascertain the Threshold

To help you ascertain the X and Y Threshold settings, the Motion Minimum and Maximum coordinate pixel values are displayed in real time. Simply make sure the float/bobber appears in the scan area for the values to change.

To ascertain a suitable Threshold value for triggering the Group when the float/bobber moves down (i.e. a fish is hooked), perform the following calculation:

Highest Y coordinate (Minimum or Maximum value) - lowest Y coordinate (Minimum or Maximum value) = Normal pixels moved
Normal pixels moved + Number of pixels the selected pixel colour must move before the Group is triggered (about 3) = Threshold

EXAMPLE: The Minimum Y coordinate = 25 and the Maximum Y coordinate = 29 when the float/bobber is in its "normal" floating state. The Group should be triggered when the selected pixel colour moves an additional 3 pixels in its Y axis (i.e. when a fish is hooked). 29 - 25 = 4 + 3 = 7.

Typical Fishing Configuration String

The following Chimpeon configuration string can be imported to give you a typical Group/Action configuration suitable for fishing.

NOTE: You MUST be fully zoomed IN for it to work (i.e. so you can't see your character). It is also likely you will need to adjust the Scan Area, Tolerance, Threshold and the Cast Bobber Action Key/Button. Beware of environment objects with the same Cast Bobber and Click Bobber pixel colours (red for this string). Move your character somewhere else if there are. Other environment effects such as lighting, water type and weather can all affect casting and clicking.

The gods do not deduct from man's allotted span the hours spent in fishing.

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