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iGuardian - The iGeneration Guardian Routine

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LastCoder

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iGuardian
Created by iuser99

Introduction

iGuardian was created solely as a combat routine that focused on, in my opinion, the best botting class in Guild Wars 2. A guardian is able to serve as a healer, tank and most importantly, DPS. My personal favorite (PVE) class is a guardian, and he is fully geared in exotics, which allows me to test this routine, and provide a much more flawless botting experience.

Features

iGuardian focuses on several very popular guardian builds, however, I will add support for any build requested (read farther below in the Suggestion/Report paragraph). The builds that were tested using this routine are as follows:

Most importantly, iGuardian supports weapon switching, which is vital in many guardian builds.

Support/Bug Reports

I am going to fully, 100% support this routine, meaning that all reports will be responded to, however, I would ask for the following form to be filled out for bugs/suggestions.

Bug Report Form
Code:
iGuardian Version:
Gw2Buddy Version:
Build: (Link)
Location: (Name is fine)
Description: 
How to replicate: 
Log: (Required)

Suggestion Form
Code:
Suggestion: 
Build: (If required)

Downloads and Git

I will be provided a Git repository located (https://github.com/LastCoder/iGuardian), otherwise downloads of stable version are located below, but please note, only stable versions (meaning versions deemed to run without bugs) are posted below. If you would like to take full advantage of bug fixes and my constant support, please use my git.

GitHub ZIP Download: https://github.com/LastCoder/iGuardian/archive/master.zip

 
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Version Log
Full code change log can be found here (https://github.com/LastCoder/iGuardian/commits/master).

Version 0.0.7 (29/11/2012)
- Initial Release / Beta Version
Version 0.0.8 (29/11/2012)
- Added Gw2Character#isPlayer check in RoutineContext and changed version to 0.0.8
Version 0.0.8a (30/11/2012)
- Removed weapon switching until I can pin-point the error that some users are experiencing.
- Changed Move#MoveIntoRangeBehavior from 200 to 50f (should fix the issue with trying to attack distance targets)
Version 0.0.8b (30/11/2012)
- Temporarily changed healing settings to rely on hardcoding instead of settings.
Version 0.0.9 (30/11/2012)
- Added new combat targeting (credit to superreeen for the coding), but with more weight on enemy players.
- Added new calculations class to correctly determine the real distance between us, and our target (credit to superreeen)
- Added a new log inside the initialization stating the version number.
Version 0.1.0 (1/12/2012) First of December :D
- Fixed remaining namespace errors
- Added additional requirements to allow combat
Version 0.1.1 (1/12/2012)
- Fixed movement errors (and the nullpointer causing it)
- Added spell casting debugging (location is set to Vector3#Zero until location-dependent spells are implemented)
Version 0.1.2 (3/12/2012)
- Added position specific spell casting
- Added a friendly weight algorithm
- Added clustering algorithms
- Added two new bool's into settings to determine if we are healing only or healing/fighting
- Refactored RoutineContext into a more eye-friendly format
- Changed version to 0.1.2
- Added basic and beta healing support
Version 0.1.3 (5/12/2012)
- Major improvement to combat
- Fixed priority of healing, downed skills, etc.
Version 0.1.3a (6/12/2012)
- Revised combat using Whirling Blades (set range limit)
- Some code clean-up
Version 0.1.3b (7/12/2012)
- Revised more combat with Whirling Wrath
- Fixed an index out of bounds error
 
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Known Bugs

- None :) But since this is a beta, I'd expect there to be some....

Upcoming Features

- Healing support
- Full weapon switching support (mace, sceptor, staff)
- Full utility spell support
- Full elite spell support
 
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Figured I go ahead and try this out.
Took few attempts to get bot to run without crashing. Everytime start it would swap weapons. Once did run would act like fighting range and not get close to mob to hit it. Would stand still and swing.

iGuardian Version:1 from zip. (do not see version number)
Gw2Buddy Version: .97
Build: Using paladin build. Lvl 9. Mace, focus
Location: Wayfarer Foothills
Description: Not getting close to mobs to hit them.
How to replicate: Just run it
Log: (Required)

Mainly wanted to test to see if does the back and forth after hotspots. To see if CC or bot issue, the default and archi are doing it.
So far been using ranger as main bot since most seem to use it. If gaurdian best will switch.
 

Attachments

I've got the same problem as in2fun.
My toon switches weapon sets like crazy and never walks to fight.

iGuardian Version: -
Gw2Buddy Version: .97
Build: lv 14 Greatsword
Location: Metrica Province
Description: switch weapon set on startup, not walking/getting close to mob
How to replicate: -

View attachment 2012-11-30 11.43.txt
 
Figured I go ahead and try this out.
Took few attempts to get bot to run without crashing. Everytime start it would swap weapons. Once did run would act like fighting range and not get close to mob to hit it. Would stand still and swing.

iGuardian Version:1 from zip. (do not see version number)
Gw2Buddy Version: .97
Build: Using paladin build. Lvl 9. Mace, focus
Location: Wayfarer Foothills
Description: Not getting close to mobs to hit them.
How to replicate: Just run it
Log: (Required)

Mainly wanted to test to see if does the back and forth after hotspots. To see if CC or bot issue, the default and archi are doing it.
So far been using ranger as main bot since most seem to use it. If gaurdian best will switch.
I've got the same problem as in2fun.
My toon switches weapon sets like crazy and never walks to fight.

iGuardian Version: -
Gw2Buddy Version: .97
Build: lv 14 Greatsword
Location: Metrica Province
Description: switch weapon set on startup, not walking/getting close to mob
How to replicate: -

View attachment 70932

Alrighty, so the first error you encountered just happens on startup because I need to log the current weapon types, so its usual, but until weapon switching is fully fixed I've removed it. Also, for the second error I'm adding another MoveTo composite to close the gap your encountering.
 
For a solo pve bot farmer. What is best build, thinking paladin one with mace since has regen spell.
Any preference?
 
For me it still doesn't walk in version 0.8.

Could it be there is a problem with the combat routine?
Maybe the bot isn't jumping in 'Pull' routine and therefore doesn't invoke 'Movement.MoveIntoRangeBehavior()'?
Have you tested your CC? Does it work with you? Then it's probably an issue with my setup.
Also, your CC uses 'Signet of Resolve' right at the beginning of combat. Is that intended?

---------- edit --------------
Code:
new CreateSpellBehavior("Signet of Resolve", ctx => ctx.CurrentPlayerHealthPercentage < iSettings.Instance.SignetOfResolvePercentage)
This means it should check for player health before using Signet of Resolve.
But it seems this check isn't performed.
 
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For me it still doesn't walk in version 0.8.

Could it be there is a problem with the combat routine?
Maybe the bot isn't jumping in 'Pull' routine and therefore doesn't invoke 'Movement.MoveIntoRangeBehavior()'?
Have you tested your CC? Does it work with you? Then it's probably an issue with my setup.
Also, your CC uses 'Signet of Resolve' right at the beginning of combat. Is that intended?

---------- edit --------------
Code:
new CreateSpellBehavior("Signet of Resolve", ctx => ctx.CurrentPlayerHealthPercentage < iSettings.Instance.SignetOfResolvePercentage)
This means it should check for player health before using Signet of Resolve.
But it seems this check isn't performed.

I'll do a few checks, but yes I've used the routine myself and I haven't encountered these problems, but I will look into it of course!
 
Are we supposed to have auto attack off on spell 1?
 
No, that didn't help. (I actually already tried this approach)
It seems that now, my toon IS walking toward the mob but, f.i. if the mob also tries to approach me, we both walk towards the place we each started, alsways crossing paths but never hitting each other. That looks really awkward.

There still is no healing check and the distance towards the mob is seemingly only checked once while invoking MoveIntoRangeBehavior().
Do you have some kind of debug mode where every move (Skill and other decisions) is being logged?
 
No, that didn't help. (I actually already tried this approach)
It seems that now, my toon IS walking toward the mob but, f.i. if the mob also tries to approach me, we both walk towards the place we each started, alsways crossing paths but never hitting each other. That looks really awkward.

There still is no healing check and the distance towards the mob is seemingly only checked once while invoking MoveIntoRangeBehavior().
Do you have some kind of debug mode where every move (Skill and other decisions) is being logged?

No, but I can add it into the next version, and I'll look into why it's not performing the healing check correctly.
 
Pushed version 0.0.9, which addresses some of the movement errors, but I am still working on fixing the other errors that were reported. Also, I will be releasing beta healing support in the next version (along with customized combat targeting).
 
Nope, v 0.0.9 is still not walking.

Furthermore I got an Error by the bot: 'The type or namespace "DisciplineBuddy" couldn't be found.'(Der Typ- oder Namespacename "DisciplineBuddy" konnte nicht gefunden werden.)
Therefore I needed to out-comment the lines for implementing the module and it's methods in iGuardian.cs (7, 51) and Calculations.cs (7, 21, 22) to make the CC run.

Are you using some developer package?
Am I the only one getting those errors?
 
he is working on a disciplinebuddy plugin. I bet got some of the code mixed up. hehe
I would assume the CC and plugin would be independent.
 
he is working on a disciplinebuddy plugin. I bet got some of the code mixed up. hehe
I would assume the CC and plugin would be independent.

Ah, that explains the error.

You seem to be well informed about the developments here. ^^
 
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