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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 07/27/2024, 19:19   #196
 
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okay so i tried to launch the plugin after being in game and it freezes the game like it did upon trying to log in. I have since downgraded again but would it be possible to upload the skills.json file for the new version? i'm kinda wondering if "creating" it is what is causing the hang. it's just a testing thing but if you could do that it would help so much in the troubleshooting.
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Old 07/27/2024, 21:25   #197
 
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Quote:
Originally Posted by Dregaunis View Post
okay so i tried to launch the plugin after being in game and it freezes the game like it did upon trying to log in. I have since downgraded again but would it be possible to upload the skills.json file for the new version? i'm kinda wondering if "creating" it is what is causing the hang. it's just a testing thing but if you could do that it would help so much in the troubleshooting.
That's weird, I'll share a pre created Json file in a few.

by weird i mean, changes between this verison and the previous one werent that significative, there wasnt anything else implemented in the new version of the file but adding the Out of combat field....

It is possible to use the new Json file with an old version, but depends what version and the new featured are not even implemented there , I did recent changes where IDs changed to descriptions, that change is not retroactive.

Help me out, i dont use daybreak , do you know if it uses the dll located in the toolbox plugins default.folder? Or does it perform another action when loading ?

If the plugin doest even create the file can only be two things, a problem creating shared memory or a problem when handling the Json file.

They way the Json file is handled is by gathering the dat aof where the dll was injected, I have only tested from toolbox default plugin folder

ive attacehd a full skills.json file , it should work by just being in the same folder ad the dll, but if it doesnt, try locating everything in toolbox default plugin folder and tell me if it works.

also added the current version , the one im using, if everything fails, try that one, it has cleaner methods , maybe that could help.
Attached Files
File Type: rar skills.rar (15.4 KB, 23 views)
File Type: rar HeroAI.rar (878.2 KB, 18 views)
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Old 07/28/2024, 06:22   #198
 
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Quote:
Originally Posted by apoguita View Post
That's weird, I'll share a pre created Json file in a few.

by weird i mean, changes between this verison and the previous one werent that significative, there wasnt anything else implemented in the new version of the file but adding the Out of combat field....

It is possible to use the new Json file with an old version, but depends what version and the new featured are not even implemented there , I did recent changes where IDs changed to descriptions, that change is not retroactive.

Help me out, i dont use daybreak , do you know if it uses the dll located in the toolbox plugins default.folder? Or does it perform another action when loading ?

If the plugin doest even create the file can only be two things, a problem creating shared memory or a problem when handling the Json file.

They way the Json file is handled is by gathering the dat aof where the dll was injected, I have only tested from toolbox default plugin folder

ive attacehd a full skills.json file , it should work by just being in the same folder ad the dll, but if it doesnt, try locating everything in toolbox default plugin folder and tell me if it works.

also added the current version , the one im using, if everything fails, try that one, it has cleaner methods , maybe that could help.
i took your advice and launched the plugin/toolbox after fully loading, i didn't use daybreak for that launch, just the guild wars client itself and launching toolbox. I do have the plugin in the default plugins folder. And no, daybreak doesn't move the plugins or anything, it just launches toolbox and umod after letting the gw client load. I only had 1 account open when i tried doing it all manually also. I will try with the new version you attached with the json file. I really hope it works, I can't figure this out LOL. Sorry for being gone all day, i went to see deadpool vs wolverine. It was EVERYTHING.

I think i understand what you mean now by loading the plugin after, I have been able to use daybreak, have it launch like normal but just have to have HEROAI in the state where it says "load" so in essence it's not loaded. I will have to make sure to remember to UNLOAD it before exiting the game. I thought it was the config file creation and the skills file creation that was making it hang but no, it's just.....idk LOL but oh well. I can use it and it's functional. so weird. it's a big ol pain when one of the clients freezes and i have to unload the heroai, save and load now, then launch the clients and then load it all again. OH WELL! time to farm :-D
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Old 07/28/2024, 17:31   #199
 
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Quote:
Originally Posted by Dregaunis View Post
i took your advice and launched the plugin/toolbox after fully loading, i didn't use daybreak for that launch, just the guild wars client itself and launching toolbox. I do have the plugin in the default plugins folder. And no, daybreak doesn't move the plugins or anything, it just launches toolbox and umod after letting the gw client load. I only had 1 account open when i tried doing it all manually also. I will try with the new version you attached with the json file. I really hope it works, I can't figure this out LOL. Sorry for being gone all day, i went to see deadpool vs wolverine. It was EVERYTHING.

I think i understand what you mean now by loading the plugin after, I have been able to use daybreak, have it launch like normal but just have to have HEROAI in the state where it says "load" so in essence it's not loaded. I will have to make sure to remember to UNLOAD it before exiting the game. I thought it was the config file creation and the skills file creation that was making it hang but no, it's just.....idk LOL but oh well. I can use it and it's functional. so weird. it's a big ol pain when one of the clients freezes and i have to unload the heroai, save and load now, then launch the clients and then load it all again. OH WELL! time to farm :-D

I have the same.problems as you, and I'm trying to find a suitable solution.

As you see, I don't like to create many config files where things can go wrong , but doing that makes it harder for me , the programmer, since I have to think about every possible outcome.

While o find a fix for that situation, I'm using toolbox "save" and "load" functionality for configs.

What does that do?

Toolbox comes with a default config, it always load with a default config. Try make that config as clean as possible, with nothing extra loaded, so, when you launch toolbox, nothing gives you trouble.

When you have a clean config, you can save it by doing "/TB save"

That clean config must stay always clean, it will be the one that loads when you load any of your clients.

Then, you can make different configs for all of your clients, for simplicity I'll only refer to 1 client, you can replicate for as much as you want.

You load the plugin , put Avery window where you like it, activate very function that you wish do activate in toolbox.

And then you do a "/TB save Mainaccount" (where main account can be any name you wish), it's a label.

Having another layout enables you to load toolbox with a clean layout, then when the client is loaded, you load their actual layout "/tb load Mainaccount" and all of the things you had configured will be active.

You can assign keybinds for "/TB load config" and fire them when the client enters their first outpost.

Tell me if doing that makes your experience easier.
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Old 07/28/2024, 17:46   #200
 
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Quote:
Originally Posted by apoguita View Post
I have the same.problems as you, and I'm trying to find a suitable solution.

As you see, I don't like to create many config files where things can go wrong , but doing that makes it harder for me , the programmer, since I have to think about every possible outcome.

While o find a fix for that situation, I'm using toolbox "save" and "load" functionality for configs.

What does that do?

Toolbox comes with a default config, it always load with a default config. Try make that config as clean as possible, with nothing extra loaded, so, when you launch toolbox, nothing gives you trouble.

When you have a clean config, you can save it by doing "/TB save"

That clean config must stay always clean, it will be the one that loads when you load any of your clients.

Then, you can make different configs for all of your clients, for simplicity I'll only refer to 1 client, you can replicate for as much as you want.

You load the plugin , put Avery window where you like it, activate very function that you wish do activate in toolbox.

And then you do a "/TB save Mainaccount" (where main account can be any name you wish), it's a label.

Having another layout enables you to load toolbox with a clean layout, then when the client is loaded, you load their actual layout "/tb load Mainaccount" and all of the things you had configured will be active.

You can assign keybinds for "/TB load config" and fire them when the client enters their first outpost.

Tell me if doing that makes your experience easier.
i need to get some caffeine in me and then i will try that out! i keep forgetting hotkeys can do SO much for us. i'll figure it out! :-D
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Old 07/29/2024, 04:33   #201
 
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V5.4

/////////////////////////////////////
Version History
V5.4 (28/07/2024)
  • bugfixes and improvements in Targetting.
  • configured and Implemented Energy Handling Skill Behaviour.
  • implemented logic for almost all skills with unique behaviour.
  • Added default configurations for out of combat skills and buffs.
  • Targetting is set ot always strict
  • Added target, Spirit, Minion, corpse

with this changes you will always be prepared and there will be no need to precast before combat.

there are just a few skills missing from implementation

Warrior
  • Soldier's Defense
  • Soldier's Speed
  • Soldier's Stance
  • Soldier's Strike
  • "You're All Alone!"
Monk
  • Unyielding Aura
  • Holy Veil
Necromancer
  • Animate Flesh Golem
  • Target Pet

all targetting is set to strict, i need help determining conditions on why the targettign might not be working as expected.

example, if you set tatget to AllyMartialMelee, it works flawlesly, if you set it to AllyMartial it doesnt work, i need help determining if its the targetting function the one with problems, or could be the weapon spells, or could be that just some targets works and not others, need more testing, i already spend some hours looking into it but couldnt find the issues.
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Old 07/31/2024, 00:33   #202
 
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Quote:
Originally Posted by apoguita View Post
/////////////////////////////////////
Version History
V5.4 (28/07/2024)
  • bugfixes and improvements in Targetting.
  • configured and Implemented Energy Handling Skill Behaviour.
  • implemented logic for almost all skills with unique behaviour.
  • Added default configurations for out of combat skills and buffs.
  • Targetting is set ot always strict
  • Added target, Spirit, Minion, corpse

with this changes you will always be prepared and there will be no need to precast before combat.

there are just a few skills missing from implementation

Warrior
  • Soldier's Defense
  • Soldier's Speed
  • Soldier's Stance
  • Soldier's Strike
  • "You're All Alone!"
Monk
  • Unyielding Aura
  • Holy Veil
Necromancer
  • Animate Flesh Golem
  • Target Pet

all targetting is set to strict, i need help determining conditions on why the targettign might not be working as expected.

example, if you set tatget to AllyMartialMelee, it works flawlesly, if you set it to AllyMartial it doesnt work, i need help determining if its the targetting function the one with problems, or could be the weapon spells, or could be that just some targets works and not others, need more testing, i already spend some hours looking into it but couldnt find the issues.
the issue i'm now noticing is that the plugin will absolutely not cast anything while moving, like i've been testing "they're on fire" and "fall back" and until the alt account stops moving, it will absolutely not cast fall back or they're on fire lol. I've tried making it healing, tried party wide, tried is moving, tried ally allegiance. I can't get this to prioritize shout upkeep over moving. I'm trying to utilize this plugin to use they're on fire for me to keep up heroic refrain WITH CONS. as toolbox does not wait for the shout to end before it re-casts it and "there's nothing to fear" is too long of a recharge to upkeep my other refrains. I thought it was doing perfectly til I hauled it around and it refused to cast either buff while moving. This is probably a logistical fcuking nightmare LOL. For now my brain hurts so it's time to take a deep breath...... of sativa HAHA. I will be working more on this on the weekend (next 3 days i'm in office) could i possibly add you on discord or something so we can test live and see what happens with the stuff yet to implement?
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Old 07/31/2024, 01:39   #203
 
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Quote:
Originally Posted by Dregaunis View Post
the issue i'm now noticing is that the plugin will absolutely not cast anything while moving, like i've been testing "they're on fire" and "fall back" and until the alt account stops moving, it will absolutely not cast fall back or they're on fire lol. I've tried making it healing, tried party wide, tried is moving, tried ally allegiance. I can't get this to prioritize shout upkeep over moving. I'm trying to utilize this plugin to use they're on fire for me to keep up heroic refrain WITH CONS. as toolbox does not wait for the shout to end before it re-casts it and "there's nothing to fear" is too long of a recharge to upkeep my other refrains. I thought it was doing perfectly til I hauled it around and it refused to cast either buff while moving. This is probably a logistical ******* nightmare LOL. For now my brain hurts so it's time to take a deep breath...... of sativa HAHA. I will be working more on this on the weekend (next 3 days i'm in office) could i possibly add you on discord or something so we can test live and see what happens with the stuff yet to implement?
That is the intended behaviour, if you want or need to override your followers actions, and take control of the account

By moving all AI is put on pause and resumed when standing .

That's why you can flee combat, start running and they follow without wasting time keep casting.
or why they react immediately to flagging even on combat.

That behaviour is not going to change, you will have to adapt to that behaviour, it's the only way the accounts can be manually managed and not losing all control by automating.

Yes, add me on discord (same handle) and we can live test issues
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Old 08/04/2024, 15:25   #204
 
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V5.5 Statibility and targetting.

/////////////////////////////////////
Version History
V5.5 (04/08/2024)
  • reimplemented targetting functions to adress issues with strict targetting.
  • improved considerably combat rsponsiveness.
  • all targetting is set to strict by default, this improves aggressiveness.
  • Added several debug options.
  • Added the first iteration of Collission Bubbles and removed completely Scatter function.
  • implemented GW native pathing functions.
  • Collission bubbles are not yet fully implemented in this version, that will be the scope of next version.

this version should be more stable overall and you should percieve an increased aggresiveness coming from the focused targetting.
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Old 08/08/2024, 00:07   #205
 
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First I appreciate all the hard work you have put into this. I have been enjoying be able to use some of my alts I have while leveling.

Ive been leveling up some Mesmers and messing around with the JSon file trying to fine tune their skill usage. I read your message in your How_To... file and thought I would share.

For interrupts like Cry of Frustration, everything is amazing. For the interrupt Power Drain, I cant get the Bots to use it. Even when messing around with the "LessEnergy" numbers from min to max, I cant get it to use this interrupt.

Shatter Hex is superb, never see any purple health bars. I cant seem to get the bot to use Drain Enchantment though. What effect does the "Nature" parameter have on a skill like this?

Apoguita, thanks again!
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Old 08/08/2024, 07:25   #206
 
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Quote:
Originally Posted by malumfatum View Post
First I appreciate all the hard work you have put into this. I have been enjoying be able to use some of my alts I have while leveling.

Ive been leveling up some Mesmers and messing around with the JSon file trying to fine tune their skill usage. I read your message in your How_To... file and thought I would share.

For interrupts like Cry of Frustration, everything is amazing. For the interrupt Power Drain, I cant get the Bots to use it. Even when messing around with the "LessEnergy" numbers from min to max, I cant get it to use this interrupt.

Shatter Hex is superb, never see any purple health bars. I cant seem to get the bot to use Drain Enchantment though. What effect does the "Nature" parameter have on a skill like this?

Apoguita, thanks again!
you can make the skill jnot even take into account energy or hp levels.

i value the interrupting part of the skills, this is what i use on mine.

Code:
    {
        "Conditions": {
            "HasBleeding": false,
            "HasCondition": false,
            "HasCrippled": false,
            "HasDeepWound": false,
            "HasEnchantment": false,
            "HasHex": false,
            "HasPoison": false,
            "HasWeaponSpell": false,
            "IsAlive": true,
            "IsAttacking": false,
            "IsCasting": true,
            "IsHoldingItem": false,
            "IsMoving": false,
            "IsNockedDown": false,
            "IsOutOfCombat": false,
            "IsPartyWide": false,
            "LessEnergy": 0.0,
            "LessLife": 0.0,
            "MoreLife": 0.0,
            "SacrificeHealth": 0.5,
            "TargettingStrict": false,
            "UniqueProperty": false
        },
        "Nature": "Interrupt",
        "SkillName": "Power_Drain",
        "SkillType": "Spell",
        "TargetAllegiance": "Enemy"
    },
    {
        "Conditions": {
            "HasBleeding": false,
            "HasCondition": false,
            "HasCrippled": false,
            "HasDeepWound": false,
            "HasEnchantment": true,
            "HasHex": false,
            "HasPoison": false,
            "HasWeaponSpell": false,
            "IsAlive": true,
            "IsAttacking": false,
            "IsCasting": false,
            "IsHoldingItem": false,
            "IsMoving": false,
            "IsNockedDown": false,
            "IsOutOfCombat": false,
            "IsPartyWide": false,
            "LessEnergy": 0.0,
            "LessLife": 0.0,
            "MoreLife": 0.0,
            "SacrificeHealth": 0.5,
            "TargettingStrict": false,
            "UniqueProperty": false
        },
        "Nature": "Enchantment_Removal",
        "SkillName": "Drain_Enchantment",
        "SkillType": "Spell",
        "TargetAllegiance": "Enemy"
    },
they will castt power drain whenever they can interrupt a target
and cast drain enchantment whenever they can drop a enchant, without checking other values.

the Natrure parameter is useful when tdetermining casting priorities, you can give more priority castin a skill by setting a specific Nature, Casting piority is evaluated in this order
  1. Interrupt
  2. Enchantment_Removal
  3. Healing
  4. Hex_Removal
  5. Condi_Cleanse
  6. EnergyBuff
  7. Resurrection

after that skill type precedes

Form
  1. Enchantment
  2. EchoRefrain
  3. WeaponSpell
  4. Chant
  5. Preparation
  6. Ritual
  7. Ward
  8. Hex
  9. Trap
  10. Stance
  11. Shout
  12. Glyph
  13. Signet
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Old 08/09/2024, 19:45   #207
 
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V6.0 Combat Improvements

/////////////////////////////////////
Version History
V6.0 (09/08/2024)
  • implemented internal communication for buffs and effects
  • removed moving checks from out of Combat Skills.


whit this changes, its made possible for the followers to mantain buffs in and outside combat.

moving is no longer an issue for mantaining buffs

it shouldnt be any issue with overlapping any kind of buff of effect in the followers.

apart from bugfixing and polishing, basic combat is considered finished.


V5.61
fixed soime issues with collision boxes, this functionality is due to change completely as i develop more serious pathing algorithms.

Edit: been testing, theres bugs on buffs when a hero or henchman is present, ill adress this when i find the issues
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Old 08/14/2024, 22:05   #208
 
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V6.0 Movement, positioning and Pathing

/////////////////////////////////////
Version History
V6.0(14/08/2024)
added Heroes to Buff sharing routines, Henchmen are no longer supported. if you have a henchman in party all buffs will try to spread to it, since i cannot read its buffs, i dont have a solution for it, try to not use henchmen.

Added Proper Collision fields implementation, it is not perfect and still have some visual and functional bugs, but apart from that Movement is considered completed.

what are collision fields?
imagine each agent will have their own "magnetic field", in this case every field is opposite , so they will repel themselves.

what are they good for?
since fields cannot touch eachother, this functionality is effectively implemented.
  • automatic Spreading of agents.
  • spreading of agents in combat for AoE
  • spreading of Spirits in combat field
  • Kiting from melee enemies.
  • resolve all pathing issues.

----------------

apart from bugs, the bot is mostly working to the point that i was aiming to, i will still work on it to add minor fuctionality and bugfixes, but apart from that, the bot is considered "complete".

if you have ideas of functionality to add to it id be happy to hear.

functionality planned
  • Inventory management
  • Fixing of Command functions
  • Adding Allies to party for heal checks (togo, mehnlo etc)
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Old 08/18/2024, 17:18   #209
 
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V6.1 Calling Assitant and party stability

/////////////////////////////////////
Version History
V6.0(18/08/2024)
  • Added Target Helper to project, this option will create buttons on enemies so it assits with targetting.



  • Party related stability bugfixes
.
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Old 08/22/2024, 17:31   #210
 
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Are the numbers under "Extended Autonomy on Combat" supposed to denote how far away monsters will be aggroed? I set it to Compass range (5000) but it seems to only be fighting nearby enemies that are maybe 800 units away.
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