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Py4GW: A Python-Based Scripting Library for Guild Wars

Discussion on Py4GW: A Python-Based Scripting Library for Guild Wars within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

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Old   #46
 
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Can i join in ?
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Old   #47
 
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Quote:
Originally Posted by dd_pang View Post
Can i join in ?
of course, use the links shared earlier, they dont expire

📢 Py4GW went 100% public — all sources now available
Open source, open doors, and (hopefully) fewer headaches.

Hey everyone,

Quick update: Py4GW is now 100% public.
That means all sources are publicly available — no more closed pieces or hidden DLL code.

📦 Repositories:
C++ DLL sources:

Python library:

💬 Discord:
Join the discussion, coordination, and support here:


🔧 Maintenance / Upkeep
If you’re interested in helping maintain and upkeep the library, please use the GitHub repos above.
Update frequency from within the game is uncertain, but I’m preparing everything so collaboration and maintenance are easier moving forward.

From now on, I will focus on migrating as much of the C++ functionality to Python, where it’s easier to maintain and much simpler to handle.

🙏 Help wanted
From here on out, I’ll need all the help you can offer to make sure this library stays upkept and healthy — whether that’s testing, reporting issues, PRs, documentation, or just confirming what works and what doesn’t.

Thanks to everyone who has supported this project — and if you’ve ever thought “I could help with that”… now’s the time.
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Old   #48
 
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updating thread to keep it live.

Py4Gw is going strong, the community has realeased countless scripts for QoL and farming aswell, the project is 100% stable at the time of writing.


had over to the discor to get the latest
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Old   #49
 
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Anyone got a pointer on how to login when having purchased the game over steam? Since the steamapp isn't an .exe. Thanks
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Old   #50
 
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Hi, i don't really understand how can I make a script with it, do I run it with gwtoolbox ou just run it via python command ?
Can I record my "clics" to create scripts easily ?
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Originally Posted by tortuse View Post
Hi, i don't really understand how can I make a script with it, do I run it with gwtoolbox ou just run it via python command ?
Can I record my "clics" to create scripts easily ?
i invite you all to join the dicsord, where you can integrate with the community and get support
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Old   #52
 
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I've never been able to launch the Py4GW_Launcher.py Python script because I get an error with the 'imgui_bundle' module, which doesn't exist but can't be installed for me. The .exe launcher works, but I'm not a fan of launching a pre-compiled .exe file or entering my login credentials into it. So, I created a mini-launcher for anyone who might be interested, which allows injecting Py4GW. I also use it to bypass the blocking on launching multiple GW instances. I made it for myself, so it's in French, but if you're interested, feel free to modify the code to translate it. You just need to run it as administrator. I created a .bat file :
Code:
@echo off
powershell -Command "Start-Process pythonw 'Py4GW_MiniLauncher.py' -Verb RunAs")
Attached Files
File Type: zip Py4GW_MiniLauncher.zip (7.5 KB, 11 views)
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Old   #53
 
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Could someone drop a active invite link to the Py4GW Discord?

Thank you!
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Originally Posted by Flexm0de View Post
Could someone drop a active invite link to the Py4GW Discord?

Thank you!
there you go
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Old   #55
 
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help please

Hi, I have a problem: when I activate the bot, everything works fine, but I didn't add the heroes to the party. How do I fix this? Thanks
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Discord?
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Old   #57
 
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GWCA is dead, long live GWCA!

About two years ago, Py4GW started from a clone of GWCA. That was the seed, and we owe it a huge debt. But a lot has changed since. Over that time our codebase drifted further and further from where it began - different needs, different direction - until it shared little with GWCA beyond the shape it was born into. For most of that stretch we were not really depending on GWCA at all; we were just still carrying its skeleton.

Today I am proud to announce Py4GW Reforged - a complete re-engineering of the backend that finally sheds that inherited structure and stands entirely on its own.

The title is only half a joke. The GWCA our code was born from is gone. But everything that lineage stood for - deep access to the game, a rich scripting surface, a real automation platform - lives on, now on a backend built on our own terms.

[hr]

What actually changed

The part most people never saw is the part that was completely reworked: the native C++ DLL that gets injected into the game. That is the engine room, and it has been rebuilt from the ground up as a new, standalone project: Py4GW Reforged Native.

To be clear: this was never GWCA tracking upstream. It was a fork that went its own way early on. What changed now is that we stopped carrying GWCA's structure out of habit and rebuilt the backend the way our project actually needs it.
  • A backend built from scratch. A Windows 32-bit DLL that embeds its own CPython interpreter (via pybind11), hooks the game's Direct3D 9 render pipeline directly, and renders its own Dear ImGui overlay.
  • Our own game layer, our own structure. Every subsystem - agents, map, party, inventory, skills, and the rest - has been re-implemented as native modules organized the way that suits us, not the layout we inherited. Since we had long stopped following GWCA's design, there was no reason to keep mirroring it.
  • No more hardcoded addresses. This is the big one. Instead of baking in fixed memory addresses that shatter on every game patch, the new backend resolves everything at runtime from byte-pattern signatures stored in JSON. When Guild Wars updates, we update patterns - not a pile of magic numbers scattered through the code.
  • A cleaner path to the game. Live game state now flows through two clean channels: the Py* binding modules for callable operations, and a shared-memory layer for fast, read-only game data.
  • Modern ImGui, driven from Python. The whole UI stack was reworked on top of a current Dear ImGui (with docking), controlled almost entirely from Python.

Why do this at all?

Because the old backend was a years-old divergent codebase still wearing a skeleton it had outgrown. We were maintaining structure and assumptions that no longer matched how the project actually works. Rebuilding it means:
  • Resilience. Game patches are handled by re-scanning patterns, not by chasing hardcoded offsets.
  • A structure that fits. The backend is now organized around how Py4GW actually works today, instead of a layout inherited from a codebase we parted ways with years ago.
  • Room to grow. New game systems can be added directly into our own native modules, on foundations we designed for the job.

What this means for you

If you write scripts or widgets, the good news is that the Python side you already know is intact and, in many places, better. Same scripting philosophy, same kind of API - now sitting on a backend that is cleaner, easier to extend, and far more resistant to game updates.

The project now lives in two repositories:
  • Py4GW Reforged (the Python library):
  • Py4GW Reforged Native (the C++ backend):

The old repositories have been retired and now point here.

[hr]

To GWCA and everyone who built it: thank you. It was the seed this project grew from, and even after years of going our own way, we have not forgotten where we started. That chapter has earned its rest.

GWCA is dead. Long live GWCA.

Join our discord at
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