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Vanquish Bot

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

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Old 09/23/2024, 02:16   #106
 
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Quote:
Originally Posted by Swen99 View Post
I wish i know how to code, i would help, where to find map coords ?
use GWToolbox to find coords easy
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Old 09/24/2024, 04:23   #107
 
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Mapped Arbor Bay

Edit: Changed a few coords because it was sometimes getting stuck

Will also need to add to the location ids

Global $ArborBay_Map = 485
Global $ArborBay_Outpost = 624
Attached Files
File Type: rar ArborBay.rar (2.3 KB, 7 views)
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Old 09/26/2024, 03:06   #108
 
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Looking for some help. I want to map Prophets pass leaving from amnoon oasis but i can not figure out how to get from the outpost to the explorable area. When i mapped arbor bay it must have been set. I have set the Location id to what i belive is correct. Anyone help out?

Global $ProphetsPath_Map = 113
Global $ProphetsPath_Outpost = 109
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Old 10/19/2024, 23:11   #109
 
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Updated VQ

Added a lot of new maps and fixed a lot of the existing ones. All the confirmed maps have completly vq'ed an area. I tested them by letting them vq, if they missed somthing i added it to the coords and restarted it until is completed without input

I was not interested in scraping the edges of the map for the cartographer but it is easily possible to get it after the bot has finished.

Still looking for help if someone could find a way to disable the skill use of the bot.
Attached Files
File Type: rar MASTER VANQUISHER-Sep2024.rar (628.3 KB, 48 views)
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Old 10/22/2024, 02:38   #110
 
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Currently mapping Ascalon, Diessa Lowloands possibly the worst map to vq. If anyone wants to commit to a map let me know so i dont spend time doing it

Also Been working on a Version for Zaishen Bounties. Basically using the existing scripts just modified. Bounties will travel right to the bounty location and stop. If its a dungeon bounty it will grab the required quest and enter the dungeon then stop
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Old 10/22/2024, 03:18   #111
 
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Quote:
Originally Posted by BBzs View Post
Currently mapping Ascalon, Diessa Lowloands possibly the worst map to vq. If anyone wants to commit to a map let me know so i dont spend time doing it

Also Been working on a Version for Zaishen Bounties. Basically using the existing scripts just modified. Bounties will travel right to the bounty location and stop. If its a dungeon bounty it will grab the required quest and enter the dungeon then stop
I'd like to contribute, which map would you like me to do?
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Old 10/22/2024, 03:30   #112
 
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Regent valley, Diessa Lowlands and Ascalon foothills are done or in progress. Any other maps maps not in green or yellow would help.
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Old 10/22/2024, 03:50   #113
 
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Originally Posted by BBzs View Post
Updated VQ

Added a lot of new maps and fixed a lot of the existing ones. All the confirmed maps have completly vq'ed an area. I tested them by letting them vq, if they missed somthing i added it to the coords and restarted it until is completed without input

I was not interested in scraping the edges of the map for the cartographer but it is easily possible to get it after the bot has finished.

Still looking for help if someone could find a way to disable the skill use of the bot.
Man you are doing this free for people... You are legend.
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Old 10/23/2024, 17:59   #114
 
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I'm thinking of trying to implement this with Py4GW. I think things like enemy arrays and other features would be very useful for the functioning of the vanquishes. Any thoughts?

I'm currently creating a script using Py4GW to automate the mapping of the areas, using things like the enemy array to mark certain coordinates with enemy interactions, etc. I realize the toolbox coordinates work fine, but I'm trying to take it a step further. I will post it when I have it functioning correctly.

But as I've done this I've realized just how sweet this vanquishing script could be with Py4GW
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Old 10/24/2024, 06:21   #115
 
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Originally Posted by yrwrstntmare View Post
I'm thinking of trying to implement this with Py4GW. I think things like enemy arrays and other features would be very useful for the functioning of the vanquishes. Any thoughts?
Would be amazing if you could. Sounds like a more intelligent version. I am not a scripter. Just using what the OP left behind.

I think if it could add more intelligent pathing to divert to kill a group and return to the path or in case of a wipe return to nearest co ordinate and continue from there. That would improve it a lot
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Old 10/24/2024, 23:03   #116
 
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Quote:
Originally Posted by yrwrstntmare View Post
I'm thinking of trying to implement this with Py4GW. I think things like enemy arrays and other features would be very useful for the functioning of the vanquishes. Any thoughts?

I'm currently creating a script using Py4GW to automate the mapping of the areas, using things like the enemy array to mark certain coordinates with enemy interactions, etc. I realize the toolbox coordinates work fine, but I'm trying to take it a step further. I will post it when I have it functioning correctly.

But as I've done this I've realized just how sweet this vanquishing script could be with Py4GW
awesome idea! if i can help making that happen let me know!
you can leverage the combat from the HeroAI and focus on general pathing and helper functions if you like to make everything easier, both plattforms are 100% compatible.
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Old 10/25/2024, 05:03   #117
 
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Originally Posted by apoguita View Post
awesome idea! if i can help making that happen let me know!
you can leverage the combat from the HeroAI and focus on general pathing and helper functions if you like to make everything easier, both plattforms are 100% compatible.
Agree the combat would be better with HeroAI. Few issues with it has no timeout trying to get to loot or enemies that i cant reach. VQ one has a timeout so would need to implement that
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Old 10/25/2024, 08:37   #118
 
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I can't be much help when it comes to the actual mapping of things as my familiarity with the game is kind of low but in terms of changing the script so it works better I've been trying my best to make some improvements.

I started with BBzs latest version and made the following changes:
  • Added a use skills option that while checked by default will use skills in combat, if unchecked then it will just tag the mobs and spam attacks.
  • Changed the GUI, I removed the PickUp function as I figured people didn't want it picking up trash, my plan is to reimplement this in the future with a list of rarities and it would pick up everything at your selected rarity and above.
  • The hero selection wasn't working so I trimmed it down to only be 8 heroes, I am still working on getting it to automatically detect the party limit (though this has been deceptively difficult) if anyone knows of a way to do this but in the meantime if you set $PartySize to the size of a party in the Title Switch statement in MasterVanquisher.au3 then it will add members up to that party size for you.
  • Made it so that the bot no longer exits when you fail to select a character or map, it will now pop up a warning that will allow you to select map/character and continue
  • Changed Witman's folly to use the Array method of mapping it, I'm going to convert all the maps that have directions to this as it allows us to run through the array in reverse when we're done if we haven't vanquished the zone.
  • I added an Open Chests option which will check for chests and open them if enabled.
  • I added something that if you are dead on a run it will try and restart from the beginning of the array of waypoints and walk through them (this hasn't been tested super thoroughly) but the idea was just go back over our steps and try again
  • I made it so the bot will no longer teleport you away if you're already in the zone or outpost, in theory this will allow you to caravan vanquish by restarting the bot once it's done with one area, entering the next one you want to vanquish and then running it with that zone selected (Hasn't been tested at all)
  • Made some other housekeeping changes just trying to clean up the code a little bit

This is very much a work in progress and at the moment I'm working on:
  • Making the bot be able to vanquish another zone once it's finished one so that it would be easier to actually caravan vanquish
  • Improvements to make it actually use the hero list, Ideally I'd like to find a way to detect the size of a party and fill it as much as I need, if not then I'd have to fill it as much as we say we need
  • Change the pick up system to use a drop down box
  • Change the current action to be a list of actions we've performed instead of only the current action we are performing
  • Make consets and other things actually work
  • Convert any maps that don't use an array of waypoints to actually use them.

If there's anything else that people actually want me to work on, leave a comment and I'll see what I can do.

Edit: Seems like the one I uploaded had an error in it, I'm replacing it with a newer version that has the list of actions we've performed as well. Let me know if you run into any issues.
Attached Files
File Type: zip MASTER VANQUISHER-Oct2024.zip (789.1 KB, 14 views)
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Old 10/25/2024, 11:20   #119
 
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[*]Changed the GUI, I removed the PickUp function as I figured people didn't want it picking up trash, my plan is to reimplement this in the future with a list of rarities and it would pick up everything at your selected rarity and above.
I would say that toolbox settings already filters this so having it on is a benefit. Atleast for now

Few issues. Got stuck spamming items such as sign posts and chests and it spams "im targeting x".

Also the party system. It is just much easier to use toolbox saved builds. The party system did work but i found it frustrating because i use the same heros for 3,5,7 but with different builds so it just loaded them with wrong builds.

Example for the hero working

Func VQBahdokCaverns()
If GetMapID() <> $BahdokCaverns_Map And GetMapID()........
If GetMapID() = $BahdokCaverns_Outpost then
MenAreasParty8()
GoOut()
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Old 10/25/2024, 14:29   #120
 
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Made a Zaishen Bounty bot using the VQ Bot

Not double checked the Dungeons ones yet but should be working. Also not finished adding those

-Dungeons Will go to outpost, collecting quest and then enter the dungeon. It will then stop so you can complete it

-Bounty will simply kill the boss

-They are in order they are given from the bounty quest

-Have not added elite areas. It simply would not be good enough

-The bounty in the undercity will just take you to the undercity. Because the vq bot deems the area vanquished and it stops

-Made it so it does not engage rotscale but stopped before the bridge. In testing it wipes each time and loses the path so best done manually
Attached Files
File Type: rar Zaishen Bounty-Oct2024.rar (516.7 KB, 12 views)
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