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Bogroot Growths - Froggy Bot

Discussion on Bogroot Growths - Froggy Bot within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

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Old 09/21/2018, 00:54   #16
 
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Originally Posted by RitIRL View Post
What wall? Where abouts? what does the log say when this happens?
It's on the first floor, near the portal. It messes up when it says, "entering level 2" or whatever it says. I just resigned and restarted.

Another issue, is I see my character "teleport" every so often and I have a 100mb connection, so I don't know that it's lag.
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Old 09/21/2018, 15:25   #17
 
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Originally Posted by Bamisaur View Post
It's on the first floor, near the portal. It messes up when it says, "entering level 2" or whatever it says. I just resigned and restarted.

Another issue, is I see my character "teleport" every so often and I have a 100mb connection, so I don't know that it's lag.
Okay Thanks, Il look into it.

Not sure on the teleport, maybe the move function is looping too quickly and may need to add some more sleep time. I will have an update sometime over the weekend with added storage/inventory support also.

Feel free to give any ideas.
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Old 09/21/2018, 21:23   #18
 
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Originally Posted by RitIRL View Post
Okay Thanks, Il look into it.

Not sure on the teleport, maybe the move function is looping too quickly and may need to add some more sleep time. I will have an update sometime over the weekend with added storage/inventory support also.

Feel free to give any ideas.
Anyway that the bot can pick up everything and auto-sell whites? Or auto salvage and bank? I'm just thinking that since it's a bot, it makes sense to maximize it.

So perhaps make it so you deposit materials and then sell the whites?



Where it stops.
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Old 09/22/2018, 21:46   #19
 
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another place it stops at. I wonder if the resurrection's mess it up.
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Old 09/23/2018, 15:06   #20
 
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Quote:
Originally Posted by RitIRL View Post
What wall? Where abouts? what does the log say when this happens?
Can confirm this issue - in HM the team will sometimes die at Incubi on second level. When this happens they will get rezzed at entrance of the cave get pulled toward the east side of the cavern because of targeting and killing spores, where they get entrapped by walls on 3 sides.

Once the spores have been killed, it tries to move back to the incumbus zone but the wall is like a half circle so no matter what way the team tries, they can't get around towards the west side of the cave anymore to go through to the incubus zone.

Once you nudge the team towards the west again it finds its way towards the incubus cave.

The log says "moving towards the east of Bogroot" because of the zone it is in
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Old 09/23/2018, 16:04   #21
 
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Originally Posted by logicdoor View Post
Can confirm this issue - in HM the team will sometimes die at Incubi on second level. When this happens they will get rezzed at entrance of the cave get pulled toward the east side of the cavern because of targeting and killing spores, where they get entrapped by walls on 3 sides.

Once the spores have been killed, it tries to move back to the incumbus zone but the wall is like a half circle so no matter what way the team tries, they can't get around towards the west side of the cave anymore to go through to the incubus zone.

Once you nudge the team towards the west again it finds its way towards the incubus cave.

The log says "moving towards the east of Bogroot" because of the zone it is in
Yeah I need to add some checking for dead and maybe work out the nearest waypoint and start from there, shouldn't be too difficult as the waypoints are stored in an array - I did not notice this myself but I am not sure if my current team build have wiped.

I will soon have an update that works better and have some other bits pending for this bot.
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Old 09/23/2018, 18:39   #22
 
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Originally Posted by RitIRL View Post
Yeah I need to add some checking for dead and maybe work out the nearest waypoint and start from there, shouldn't be too difficult as the waypoints are stored in an array - I did not notice this myself but I am not sure if my current team build have wiped.

I will soon have an update that works better and have some other bits pending for this bot.
Thanks for all your hard work!
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Old 09/25/2018, 02:47   #23
 
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Quote:
Originally Posted by RitIRL View Post
Yeah I need to add some checking for dead and maybe work out the nearest waypoint and start from there, shouldn't be too difficult as the waypoints are stored in an array - I did not notice this myself but I am not sure if my current team build have wiped.

I will soon have an update that works better and have some other bits pending for this bot.

Sometimes will also have an issue where the team stays on poison traps and I am the only player remaining alive, so it waits for heals forever. I then need to die manually or just move to next level on my own.

Finally could you also make it so that the bot checks which level / map it is on (whenever there is a map change), as for example if I manually force the move to level 2, it will think I am still on level 1 and not move correctly.

This for example would also allow the bot to pick up where it left off in case of a disconnect - if I reconnect and reconnect the bot, it should realize on which level it is and not go back to outpost and instead continue on that level?

Another suggestion would be to make the team run past enemies to the exit at the end of level one if only 1 spores remain (snares are gone). As otherwise the bot will sometimes loose 5 minutes clearing the cavern because it gets drawn into fights, sometimes even because it needs to pick up a white item. It should hug the wall and only fight enemies that are within spirit distance, only it reaches the exit portal.

Also, if you look at this froggy bot here, there is a menu which lets you decide which items to keep and which to sell.


Look at the xRt one, it seems like a pre-written code to determine what to sell, scrape and store. In my opinion, it should identify all golds and salvage only the following rate mods:
20/20 mods, especially inscriptions
+30 HP shield
Expensive runes (top 5 only)

It should auto-identify and salvage those but not more, as we don't want clutter in storage and others can be obtained so easily.

Finally, it would be great if the bot could check for a mercantile stone and use the 3 min at the end to sell to a merchant without the need to go to Guild Hall or outpost. Sell all white and purples (but need option to not even pick up whites).

In my opinion it is better to speed up the run by 10 min by not picking up white and purple (and not even gold, as it is so little gold!), as froggy itself is much more valuable. Would only stop for golden weapons that may have nice mods.

If no mercantile stones can be found, the bot will make a break and go back to outpost once fewer than 3 inventory slots remain.

Ah and one last thing, when there is no room left in inventory for boss key, it should drop 1 item, pick up key and then pick up the item again. And also dop one item for Froggy at the end if necessary. Sometimes it just can't pick up the key and wont make any progress.

Contrary to your suggested game play, I have used the bot in HM (I edited the bot so that it switches to HM before going out), which is why it can sometimes wipe at incubi (once every 8 runs on average), as sometimes they can surprise you from the back and kill your protective spirits.
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Old 09/25/2018, 10:03   #24
 
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Originally Posted by logicdoor View Post
Sometimes will also have an issue where the team stays on poison traps and I am the only player remaining alive, so it waits for heals forever. I then need to die manually or just move to next level on my own.

Finally could you also make it so that the bot checks which level / map it is on (whenever there is a map change), as for example if I manually force the move to level 2, it will think I am still on level 1 and not move correctly.

This for example would also allow the bot to pick up where it left off in case of a disconnect - if I reconnect and reconnect the bot, it should realize on which level it is and not go back to outpost and instead continue on that level?

Another suggestion would be to make the team run past enemies to the exit at the end of level one if only 1 spores remain (snares are gone). As otherwise the bot will sometimes loose 5 minutes clearing the cavern because it gets drawn into fights, sometimes even because it needs to pick up a white item. It should hug the wall and only fight enemies that are within spirit distance, only it reaches the exit portal.

Also, if you look at this froggy bot here, there is a menu which lets you decide which items to keep and which to sell.


Look at the xRt one, it seems like a pre-written code to determine what to sell, scrape and store. In my opinion, it should identify all golds and salvage only the following rate mods:
20/20 mods, especially inscriptions
+30 HP shield
Expensive runes (top 5 only)

It should auto-identify and salvage those but not more, as we don't want clutter in storage and others can be obtained so easily.

Finally, it would be great if the bot could check for a mercantile stone and use the 3 min at the end to sell to a merchant without the need to go to Guild Hall or outpost. Sell all white and purples (but need option to not even pick up whites).

In my opinion it is better to speed up the run by 10 min by not picking up white and purple (and not even gold, as it is so little gold!), as froggy itself is much more valuable. Would only stop for golden weapons that may have nice mods.

If no mercantile stones can be found, the bot will make a break and go back to outpost once fewer than 3 inventory slots remain.

Ah and one last thing, when there is no room left in inventory for boss key, it should drop 1 item, pick up key and then pick up the item again. And also dop one item for Froggy at the end if necessary. Sometimes it just can't pick up the key and wont make any progress.

Contrary to your suggested game play, I have used the bot in HM (I edited the bot so that it switches to HM before going out), which is why it can sometimes wipe at incubi (once every 8 runs on average), as sometimes they can surprise you from the back and kill your protective spirits.
Thank You,

They are all good suggestions, I will add them to the todo list, I have added Storage options and ident/salvage but I may tweak this.

I have added a function to calculate closest waypoint, I could add functionality to figure out where the bot is, I like this idea.
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Old 09/25/2018, 14:44   #25
 
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Quote:
Originally Posted by RitIRL View Post
Thank You,

They are all good suggestions, I will add them to the todo list, I have added Storage options and ident/salvage but I may tweak this.

I have added a function to calculate closest waypoint, I could add functionality to figure out where the bot is, I like this idea.
Yes, this is also cool if you like to play manually and then have to go somewhere, then you start the bot and it picks up from any point in the run. :-)

Since what we want the most is quick runs to froggy, I think we either need the bot to sell at the end using a merchant stone, or not pick up low value items. If we keep only valuable salvage and sell the rest, then it works nicely.

One other thing - you may want to add a menu option to specifically look out for a certain type of q9 gold weapon you may need for some purpose, so it would keep an eye out for those goldies and not sell them at the end. For example I may need a q9 domination focus, if I can specify 1 or 2 weapons that it should keep, it would be great, as a lot of the work we do on those runs is figure out mods, salvage them, remember what weapons we need and then avoid selling them. :-)

You could specify attribute and attribute requirement or a specific skin from a big drop down menu.

Maybe a multiple choice drop down menu for rare skins that you always want to keep :-)

For example, I may want to select emblazoned shields, ametyst shield, wyvern swords, fuchsia staves, etc.
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Old 10/08/2018, 17:07   #26
 
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Sorry for being such a noob, but how exactly do you change after how many runs the bot will sleep? I've looked in the GWA2, no clue what I'm looking at :/
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Old 10/09/2018, 20:11   #27
 
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Quote:
Sorry for being such a noob, but how exactly do you change after how many runs the bot will sleep? I've looked in the GWA2, no clue what I'm looking at :/
Looks like the answer to your question is in the original post.

Quote:
You can change it from sleeping every 4 runs by editing line 400.
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Old 10/11/2018, 10:05   #28
 
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What program do I use to open the GWA2 or does it not matter
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Old 10/13/2018, 09:45   #29
 
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AutoIt can be used to open the GWA2 but this is not required to run the script. Just run the main script named "Froggy.au3" to run this.
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Old 10/26/2018, 09:41   #30
 
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I got banned while using this bot All my accounts are gone ...

I thought they dont ban people for pve botting ...
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