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FollowBot and Multi Account Utilities for GWToolbox

Discussion on FollowBot and Multi Account Utilities for GWToolbox within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

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Old 06/18/2024, 03:46   #46
 
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Quote:
Originally Posted by apoguita View Post
I will look into that and see if it's an undesired behaviour, if it is, will try to fix it.

I'm planning on replicate as much close as possible the native hero behaviour , and if it's possible , improve some routines, but it's a big project and I don't have time-frames when I can do everything,

Comments like yours help me a lot on identifying what features people want the most , I'll try to put this on priority
I have a private HR function that's used in autoit, i'm not sure its of any help writing with gwca but i'd be willing to share! add me on discord apoguita if you want! ill send my username in private
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Old 06/18/2024, 05:18   #47
 
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Quote:
Originally Posted by AlienMan9696 View Post
I have a private HR function that's used in autoit, i'm not sure its of any help writing with gwca but i'd be willing to share! add me on discord apoguita if you want! ill send my username in private
awesome!!! thank you, yeah, any help is appreciated, added you on discord.

Quote:
Originally Posted by Danger Dorito View Post
Hey,
it's about the skill "They're on fire!" (ID 1597)

The "problem": the skill is commonly used to refresh the echo Heroic Refrain. The shout lasts 10 seconds and has a cooldown of 10 seconds, which makes it perfect to spam. The bot already does that, but when you are under some cooldown reduction effect, the skill gets used before the shout buff falls off, leading to the echo not getting refreshed

I added the skill to the skills.json and tried a few different settings of nature, type and target without any conditions but the bot kept spamming the shout on cooldown.

The replicate it, simply go outside with They're on fire and have a hero or other player use quickening zephyr (or pop a pcon) to reduce the cooldown. The bot will spam the shout on cooldown.

If that feature is not implemented yet, i hope it's on the road map and i would be looking forward to it! it would make multiboxing with a heroic refrain character extremely busted lol
thank you for reporting it, it was a bug, its fixed now in new release.

V4.41 (17/06/2024)
Fixed Bug on overlapping buffs.
enchantments, chants, shouts, stances and hexes should never overlap.


MAKE SURE OF REFRESHING Skills.json (delete old file and will be recreated)

If a buff is not working as intended, make sure there's an entry for it in skill.json, and make sure also to target "ally" or "self" accordingly
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Old 06/20/2024, 04:57   #48
 
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V4.5 (Advanced Targetting)

V4.5 (19/06/2024)[LIST][*]Advanced Targeting AI: The bot can now differentiate between various target types:
- Enemy
- EnemyCaster
- EnemyMartial
- Ally
- AllyCaster
- AllyMartial
- OtherAlly
- DeadAlly
- Self
[*]Reworked Shared Memory: Bots can now communicate in real-time using RAM, eliminating the need for clients to be running.
[*]Energy Monitor: Fully operational, ensuring skills like Blood is Power and Blood Ritual work seamlessly.
[*]Updated IDs: Some IDs have changed. Remember to delete your existing `skills.json` file, and it will be recreated with the updated information.
[*]Enum ID changes:


This bot is fully customizable, allowing each skill to be tailored to your specific needs through the skills.json file. It efficiently handles 90% of the builds you throw at it, whether it's healing, interruption, protection, or damage. With most cast conditions covered, it can fulfill any role in the party. It has already been tested on some of the most popular meta builds.
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Old 06/29/2024, 13:45   #49
 
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Currently testing this while I level alts, assassin builds don't work because of the combo needed for the skills to work in the right order (I did more dmg while auto attacking with a staff than the assassins). The melee bots also keep running back and forth between mobs and the player, doing very little dmg as a result. This is less apparent as a melee player because you're close to mobs the whole time, but as a ranged player they do it a lot.

edit: The issue seems that be that after each action it checks the distance to the party leader and if the distance is greater than said amount it runs back to the lead, but then queues the next action rinse repeat. So after each melee ability it check the distance and it's always bound to be too big which causes the interuption in the actions.
Maybe a way to solve it would be to have the distance be increased while in combat, then back to it's default once it's over and the loot part kicks in.

How exactly does the target calling work? Just tried doing Nahpui with 5 assassins and they just run off to africa even if I target someone close. I know the bridges mess things up a lot because the game doesn't recognize the z axis so the scatter sends them down, but even after I cross and call a target they just don't come back. Took a few attempts to get the mission done by avoiding the bridges when I could.
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Old 06/29/2024, 22:30   #50
 
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Quote:
Originally Posted by JimRaynerd View Post
Currently testing this while I level alts, assassin builds don't work because of the combo needed for the skills to work in the right order (I did more dmg while auto attacking with a staff than the assassins). The melee bots also keep running back and forth between mobs and the player, doing very little dmg as a result. This is less apparent as a melee player because you're close to mobs the whole time, but as a ranged player they do it a lot.

edit: The issue seems that be that after each action it checks the distance to the party leader and if the distance is greater than said amount it runs back to the lead, but then queues the next action rinse repeat. So after each melee ability it check the distance and it's always bound to be too big which causes the interuption in the actions.
Maybe a way to solve it would be to have the distance be increased while in combat, then back to it's default once it's over and the loot part kicks in.

How exactly does the target calling work? Just tried doing Nahpui with 5 assassins and they just run off to africa even if I target someone close. I know the bridges mess things up a lot because the game doesn't recognize the z axis so the scatter sends them down, but even after I cross and call a target they just don't come back. Took a few attempts to get the mission done by avoiding the bridges when I could.
awesome!!! i mean... not awesome that melee chars are not working proper, but i had my doubt it would get unruly on melee chars (also minion skills i believe behave strange), i will look into that behaviour and try and fix it, it was supossed to let melee chars to roam around unthethered while on combat, there must be a bug there.

when i did my tests the assasin chains did fire altough were not properly fired in sequence... ill have to implement specific behaviour for assasins, thank you for your feedbak, it helps a lot!

im going to try and explain the targetting... its a bit complex and at the same time not so much.

for Offensive Skills

if you call a target with the main account, each follower will take that as offensive target.

if you dont call target, each follower will acquire the nerarest target available of the category that the skill is configured.

example: the skill targets EnemyCaster the bot will look for the nearest Caster Enemy on range, if no target suitable it picks nearest.


For Neutral And Benefical Skills

it will always target the Ally in the category with the lowest life pool, theres no way of directing this except disabling the targetting feature and lockig the target.

if A Follower ever goes Ham you can command it to follow again by rotating or moving your main character, folowing function triggers also on player angle movement.

The following works by virtually follow the point around the leader, they only follow the leader directly if there's no valid world point besides the leader (if hugging a wall)

Same with scatter but it vhecks minimal distance from the leader, and have some wiggle for handling heroes, taking quests etc.

Indeed naphui quarter is problematic because of the narrow passages and the no having z axis, followers would try to get to a point where it's down but takes a long path to get there.

Positioning the leader outside those areas (range in area ) or adjusting your angle will command them to get back. (also doublickicing on the party leader or manually moving with the followers account will override any movement AI

Or if you are having to much trouble in an soecific area, disable scattering while in there and only leave follow , they will respect your position , until I find a better way of doing it, that will have to suffice (i think i have at least a fix for that, i will lokk into it)
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Old 07/01/2024, 20:09   #51
 
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Hey. I have been testing this with decent success.

Working well, but a few notes:

The followers don't seem to cast res spells out of combat.

I can't find a way to have the AI start turned on, it's a little annoying to set it between each session.

Speaking of sessions, I have had a fair few crashes while having this enabled, making it more annoying to do the command.

Finally, is it possible to add a way to toggle things from the master character? Being able to send a command to turn off looting and drop gold items for example would be a fantastic feature.
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Old 07/01/2024, 20:27   #52
 
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Quote:
Originally Posted by apoguita View Post
if you call a target with the main account, each follower will take that as offensive target.
Doesn't fully work. Again using the Nahpui example, the bot would move to it's location before engaging in combat. In AutoIt bots, it would be like running a MoveTo command, where the bot has moves to a location before the next action gets queued.


Quote:
Originally Posted by apoguita View Post

if A Follower ever goes Ham you can command it to follow again by rotating or moving your main character, folowing function triggers also on player angle movement.


Indeed naphui quarter is problematic because of the narrow passages and the no having z axis, followers would try to get to a point where it's down but takes a long path to get there.

Positioning the leader outside those areas (range in area ) or adjusting your angle will command them to get back. (also doublickicing on the party leader or manually moving with the followers account will override any movement AI

Or if you are having to much trouble in an soecific area, disable scattering while in there and only leave follow , they will respect your position , until I find a better way of doing it, that will have to suffice (i think i have at least a fix for that, i will lokk into it)
Rotating/moving doesn't solve it because of the issue I brought up above. Somehow the location it has to reach supersedes all other actions, the is really just a big pb with z axis.

I uploaded an example of how the combos don't work (see how they all spammed deathblossom 3 times).


Some more feedback:
I got 2 more accounts for a full 8 man, but the healers just run with you into melee range (swapped to a melee build to not fuck up the assassins running back and forth).

Healers also don't heal outside of combat (don't remove conditions post combat) or precast things (like protective was kaolai), which could be looked into.


Out of curiosity, how many followers are you running?
Attached Images
File Type: png Gw_txY7QTGhda.png (12.9 KB, 27 views)
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Old 07/02/2024, 00:50   #53
 
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Quote:
Originally Posted by JimRaynerd View Post
Doesn't fully work. Again using the Nahpui example, the bot would move to it's location before engaging in combat. In AutoIt bots, it would be like running a MoveTo command, where the bot has moves to a location before the next action gets queued.

Rotating/moving doesn't solve it because of the issue I brought up above. Somehow the location it has to reach supersedes all other actions, the is really just a big pb with z axis.

I uploaded an example of how the combos don't work (see how they all spammed deathblossom 3 times).


Some more feedback:
I got 2 more accounts for a full 8 man, but the healers just run with you into melee range (swapped to a melee build to not fuck up the assassins running back and forth).

Healers also don't heal outside of combat (don't remove conditions post combat) or precast things (like protective was kaolai), which could be looked into.

Out of curiosity, how many followers are you running?
hello

the issues you are having are because of positioning, specifically of the scatter function, thats why i suggested you disable it. anywho, i made some quick fixes that i maanged to squeeze in this next version, maybe it can help your problem.

Assasin attack chains are not yet implemented but they will cast in the order required if you order them in your skillbar (dual attack, off-hand attack, lead attack) the AI will get to the dmg routines and will try to cast them in order and since they only will be ready when the previous step in the chain completes, they will appear as casting in correct order.

if a hero runs to melee range its because the skill requires touch range or because doesnt have a weapon equipped or because its holding an item (thats GW behaviour when you interact with target) holding items should be covered by checks, but a bug might be present, if you can give me more info so i can test would be great.

i run a full 8 account group , in previous posts its my whole team build, i run all casters, so melee routines are not fully tested.

just giving more insight on how following AI works, as long as the follower is Moving all routines will be bypassed, thats why wou can ovveride behaviour by taking control of the account manually.

so if you run past the group thats positioned in a bad spot, the followers will follow you even if a bad target is selected, its not until the follower is stationary that all routines resume function.

you always have your followers on a leash, you can command them to get back if you need to flee, they will finish casting and follow immediately, thats their first check,, get in range with the leader.

Quote:
Originally Posted by dv91 View Post
Hey. I have been testing this with decent success.

Working well, but a few notes:

The followers don't seem to cast res spells out of combat.

I can't find a way to have the AI start turned on, it's a little annoying to set it between each session.

Speaking of sessions, I have had a fair few crashes while having this enabled, making it more annoying to do the command.

Finally, is it possible to add a way to toggle things from the master character? Being able to send a command to turn off looting and drop gold items for example would be a fantastic feature.
hello, thanks, for giving your feedback, it gives me great idead for improving!
For now, Skill Handling Ai only works when in Aggro range, havent implemented the necessary checks to keep some skills in the loop while out of combat.

since im developing many backend changes in the plugin i havent implemented the auto saving of variables, that is is the scope of the next realease tho, im also very annoyed at having to restart everything from sratch. if you create keybinds in toolbox, you can fire all the bot commands from text and set up all you need with a button (type /aihelp to see all commands), but i agree, a decent solution would be better.

the crashes youre having are because of bad implementation on my part of some memory checks, the new version have the necessary changes that fix that and they will enable me to control the accounts remotely from the leader, for the moment, each function needs to be adjusted from the follower.

/////////////////////////////////////

Version History
V5.0 (01/07/2024)
  • Numerous changes in backend, preparing for future features.
  • Changed UI to be more compact.
  • Buttons in UI will enable/disable if you are party leader/follower.
  • Added Flagging, now you can Flag you heroes and folowers alike, flags will be visually drawn in all accounts for clarity.
  • Added Extra configuration options, the features are WIP or dirty fixes for bugs, also, debugging options.
  • Added configuration of Autonomy of followers on combat, configuring this will allow you to give extended or reduced range to you front or backline, you can visualize its range with area rings.
  • Added Fix for Troublesome maps with multiple levels (Z axis is not properly handled in game), while i find a suitable solution to this problem, you can activate this on toublesome maps, it will ignore scatter confingurations and will follow exact positioning of leader preventing rogue followers.
  • Area rings, display visual debug information of features and ranges.
  • Added Offensive skill configuration for, warriors, rangers, necromancers, delete you skills.ini and it will be recreated with the added changes.

i thank you all for testing this plugin, its a big project and i cannot test it all by myself, rest assured that if you report an issue or an idea to improve it will be put on priority so it can make you experience easier.

Have fun in Tyria!
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Old 07/02/2024, 07:29   #54
 
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Hey there, first of all thank you for all the work you put into it, have been trying it for a day or two and its overall really good!

What exactly is the correct value in TargetAllegiance for a party member, since my BiP Is refusing to use it even though I already changed the value to 40 to give it more time another one is Shatter Hex It's also casting it on enemys if I saw it right.

Again Thanks for the work!

Edit: and a small typing error It says /heroai to toggle... on startup put it seems you change it to actually be /aihero
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Old 07/02/2024, 08:50   #55
 
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Quote:
Originally Posted by Simagol View Post
Hey there, first of all thank you for all the work you put into it, have been trying it for a day or two and its overall really good!

What exactly is the correct value in TargetAllegiance for a party member, since my BiP Is refusing to use it even though I already changed the value to 40 to give it more time another one is Shatter Hex It's also casting it on enemys if I saw it right.

Again Thanks for the work!

Edit: and a small typing error It says /heroai to toggle... on startup put it seems you change it to actually be /aihero
Thank you! i hope with enough time i can get this bot runnig smooth

about the skills let me explain a bit, im going to use my code values since its more readable, but everything can be configured from the skills.json

Skills[ptr].SkillID = GW::Constants::SkillID::Blood_is_Power;
Skills[ptr].SkillType = GW::Constants::SkillType::Enchantment;
Skills[ptr].TargetAllegiance = OtherAlly;
Skills[ptr].Nature = EnergyBuff;
Skills[ptr].Conditions.LessEnergy = 0.3f; (change for 0.4f)

for this specific skill (and blood ritual) it is necessary for every account to be running the plugin even if all options are off, since its the only way they can see eachother energy levels, also, i believe theres a bug on real hero energy levels, havent had time to test fully.

for the skill Shatter Hex, you are absolutely right, i made a mistake on entering the data, but its a perfect example how you can fix that or even add a skill that i havent added yet.

this is currently the Skill configured

Skills[ptr].SkillID = GW::Constants::SkillID::Shatter_Hex;
Skills[ptr].SkillType = GW::Constants::SkillType::Spell;
Skills[ptr].TargetAllegiance = Enemy;
Skills[ptr].Nature = Offensive;
Skills[ptr].Conditions.HasHex = true;

this need to be changed

Skills[ptr].SkillID = GW::Constants::SkillID::Shatter_Hex;
Skills[ptr].SkillType = GW::Constants::SkillType::Spell;
Skills[ptr].TargetAllegiance = Ally;
Skills[ptr].Nature = Hex_Removal;
Skills[ptr].Conditions.HasHex = true;

the skill was configured as a Offensive one, also was targetting an offensive objective.

by changing TargetAlliagance to Ally and the Nature to Hex_removal, we guarantee that the skill is casted in the Hex removal priority and a benefical target is selected.

mind you, the AI for the moment cannot choose whis is the better target to shatter the hex to, the AI will simply chack against the nearest ally with the lowest pool of health, and if it has a hex it will remove it. In practice, you dont reallynotice this behaviours, but if you pay attention tha tis whats happening (or should be).

changed the skill and fixed the typo on command /aihero, will be fixed for next release.

if you wish to configure you own skills, this are the valuest of TargetAllegiance and SkillNature (starting on 0)

enum SkillTarget { Enemy, EnemyCaster, EnemyMartial, Ally, AllyCaster, AllyMartial, OtherAlly, DeadAlly, Self, Corpse, Minion, Spirit, Pet };

enum SkillNature { Offensive, OffensiveCaster, OffensiveMartial, Enchantment_Removal, Healing, Hex_Removal, Condi_Cleanse, Buff, EnergyBuff, Neutral, SelfTargetted, Resurrection, Interrupt };

Target, corpse, minion, spirit and pet are not yet implemented
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Old 07/02/2024, 09:43   #56
 
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Then I don't understand why he is not using BiP, currently Im running it on 4 accs and all of them have it loaded and use it and he is healing just fine but refuses to BiP

Edit: And if im not mistaken you it is missing "Mistrust" entirely just so you know
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Old 07/02/2024, 15:48   #57
 
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The flagging was something I was thinking of asking you about, glad to see you implemented it! Flag all doesn't work sadly.

Can't test anything because my accounts are all flagged and can't enter missions anymore
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Old 07/02/2024, 16:18   #58
 
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Quote:
Originally Posted by JimRaynerd View Post
The flagging was something I was thinking of asking you about, glad to see you implemented it! Flag all doesn't work sadly.

Can't test anything because my accounts are all flagged and can't enter missions anymore
Hello, I noticed that last nght after updating the version.

There's currently a bug on the flag all function, it gets rewritten by game code if there's no real hero present.

I will update this and other minor bugs as soon as I have some time (debug rings also not showing, not idea why).

Are your accoiunts flagged ? If so, try entering a map without toolbox loaded and see if it lets you, how about without the plugin loaded? There was some changes in GW that made bots disconnect with code 007, are you experiencing anything like that ? Are you using other autoit scripts along with toolbox?

One of the neat things about this bot in particular is that it does not make any forbidden call to the server, every message is sent as if we're by a real human, also the gathering of game environment Is done only once every game loop to prevent reading in excess.

Try and make those tests, and tell me if you notice anything different.

I stopped using autoit bots altogether because of this, my accounts also got temporarily flagged and I was getting 007 even with my plugin. Please, if you notice 007 while using my plugin , try and give an exact description of the steps you take when you get the disconnect.

Edit, seems that something changed in the game that is disconnecting while injected with gwa2, idk what it is, maybe a mem adress chaged?, that doesn't happen with GWCA, this bot is not affected by game updates.

Quote:
Originally Posted by Simagol View Post
Then I don't understand why he is not using BiP, currently Im running it on 4 accs and all of them have it loaded and use it and he is healing just fine but refuses to BiP

Edit: And if im not mistaken you it is missing "Mistrust" entirely just so you know
I will revisit the energy monitor , maybe there's something wrong there, could you be so kind of posting the build your BIP is using? I want to test if there's anything I didn't contemplate.

I'm still having freezes, I'll need to implement mutex on all shared memory functions, that means, refactoring the code, yet again.....

Even if it's buggy ,I'm really proud of the flag function, it was maddening hard to make that work, but now the road is ready to make a bunch of awesome things.
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Old 07/02/2024, 19:44   #59
 
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OAhjQgGaIP3hqqwTaO5GmVPAA This i the current one, dont have an 8th skill right now
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Old 07/02/2024, 19:53   #60
 
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hey,

I'm very impressed with this plugin, thanks for sharing such a high quality project. I have to admit this is way above my programming skills.

One issue I have is, that my laptop can't run 8 GW accounts at once.
So I'm wondering if it is possible to implement a DisableRendering function with GWCA library or is that only possible with gwa2?
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