I've got two questions I hope someone can help with. 1: Where does the pet logic end up after creating them. 2: Why does Chrominius follow a different logic than the one I've made? (Is there a standard logic for some pets that overrule anything you make)
Is there a guide to install this, i keep hours trying to figure it out, but i just dont know how to make it work just fine...
I was using the valley of the 4 winds that comes with the pokebuddy botbase, however i was not using the botbase. i did 2 different combos so i am not sure which i was using with that post. first was Unborn Val'kyr, Baby Blizzard Bear, Chrominus and the second was Pandaren Water Spirit, Chrominius, Baby Blizzard Bear. The toon i was leveling that night, started at 92 and was level 100 when i woke up about 6-7 hours after start. that toon did have epic flying which will make it go faster.
Logic is stored in a database if you have the new version of PB. It's called (I think) Petlogics.DB, and uses sqlite3. In the bot/2013 version, it's stored in a folder as name.xml in a folder called (again) PetLogics . If you're using the versions that allows multiple logics, that could be why. it can't really choose from the list of different logics. Just delete one, or choose one that sucks less, and revise/edit it, deleting the others there. If the database glitches or gives you an error, make sure you're not running the bot while editing a new entry, select the slot, then refresh pet. It should work, but it's trouble. I still haven't added 20 or 30 new pets yet myself and it's a bit slack of me (busy with non-wow things until Xmas)
Well im having the same trouble here.. Every Pet Logics that i write dont work.. The bot continue to use an default logic that i couldnt found =/ Im using it to power up my pets lvl 10+ so i changed the logic of the low lvl pets to: "attack the higher lvl mob (23~25) with one hit from the low lvl one (10~19), them change pet to a max lvl and kill it all" The problem is that sometimes the bot try to kill the high level one with the low level or the bot just swap the low level without attacking... =(
---------------------------------------------------------------- [PB] Logic SWAPOUT HASBUFF(248) = false & TURNNUMBER > 1 [PB] False = false & 28 > 1 //// returned True [PB] Going to do simple rotate [PB] ---------------------------------------------------------------- When this return "True" the bot swap pet without attacking, when it returns "False" the bot works the way i want... i dont know what cause it to change the "turnnumber" value from 1 to 28 (or another value) but sometimes it happens and the only way to stop this is restarting HB. I cant find the file with this setup, so i cant change it =( Any reason why this is happening?
The logic is designed in 2 parts, attack and swapout. When you want to remove the pet, the default should be to trigger a swap out, and then the bot will calculate what pet is the best one to be swapped out to. Swapping is controlled by a score that is generated from a set of values including health and level difference which rates each pet and generates a value. Pet ratings are calculated for swapping to a new pet, but, it only gets used when the swapout is called. There is a downside to using this kind of code and it's a good bit harder to reconcile as a variable. Essentially, the suicide swap scenarios where all 3 pets are below 30% and the pet wants to swap out instead of fight to the death because it's injured. This would require 2 changes. One, in the rating system to allow the swapout logic to be ignored as an override for level 25 pets, but it could lead to problems with PvP and fighting with an opponent who swaps out to roll combos like weather, poison and group heals, and keeps rotating. The second, is to remove the swapout line for pets and have a more intelligent swapout system hard coded to jump between pets using a swapout logic. Or, integrated into the pet logic to handle meta and complementary abilities with teams. A team logic manager. This option, while necessary for some trainer battles, would be incredibly hard to develop infallible routines. It would require the same kind of effort as a hearthstone bot development to accommodate the random variety of different battle options with trainers. The third option, is to hardcode a simpler and yet more elegant pet rating system designed around the scenario, ie safe boosting with the 2 25's, reckless boosting with 1 25 and 2 1-5's, pvp and pvp @ 25, and the relative level battle of enemy +/-2 levels for capturing and general practice. It's hard to say what would be a better and easier edit, because everyone comes at the problem differently. Enabling the swapout line if the pet is under level 25, is probably the quickest fix. Turn number is not a casual setting to use. It is designed to override the Battle logic in the very first round, and usually goes up first in each and every battle. The round/turn number is taken from each battle, I can't initially remember the LUA, but it seems to have a limited application in logic unless you want to measure rounds for cooldown usage, or precisely time a swapout /forfeit condition. Good for specific purposes, not so much for levelling. Eg. Turn number 1, is the first turn. For a low level boost pet, you could have it only attack once, and then force a swap. The survival odds are low, but who wants to go back to vanilla to level pets... It's hard to imagine what the point of that line of logic is, since the buff (i might be wrong) is usually is one of the condition ones, ie "critter" as a buff. (I'll look it up), it should be attached to a castspell line as well to act as a limited condition trigger.
Then change the capture setting to "better than what I have". Once a rare is captured, it won't bother capturing uncommon pets. It's always a good idea to collect the rare pets, as they are often impossible to get other than in the wild. However, it's a drop down option in the first tab if you want to ignore capture.
I have Pokebuddy and BattlePetSwapper working, but PetArea isn't even showing up on the plugin options. Do you need to load this plugin a different way or is it just not being loaded at this point?
Ive tried that but the only way i can get this to work is with the 1-click ringer on the first tab. If i do that none of the settings take. Otherwise I have to go through building logics which I don't understand, then I cant figure out how to start it because if I press go on the first tab. that seems to only work for the 1-click option which ignores all other settings. It really isnt very user friendly. Has anyone made a good guide for understanding this stuff?
Pet "Menagerie Custodian" Logic Script Hi everyone !!! This is my first pet logic script, i write it when level up my pet in Hellfire Peninsula & Terokkar Forest. This script was tested by me many times and works best against Snakes and Scorpions (hate them ) !Important! - You must have at least pet level 10 and manual set his ability in this order 2-1-1 for use this logic What the script is doing: Cast Shock and Awe if this ability is no on cooldown and enemy pet is no hiding Underground and ONLY when you have a first turn to attack (your pet have more speed or got a Speed Boost buff) After that, (if you are lucky ) if enemy pet got Stunned (or hide by use Underground) - your Menagerie Custodian will cast a Lock-on and wait one turn before your enemy will come back to the ground, and shoot him Lock-on at second time! At next turn he will hit your enemy by the Overtune for take some Speed Boost buff and logic will start from the begining, until your enemy(s) die If your enemy is no hiding, or not Stunned - Menagerie Custodian will fight with him by using only Shock and Awe by cooldown and Overtune all other time You can copy and paste it line by line to Pet Logic Builder Code: CASTSPELL(2) COOLDOWN(SKILL(2)) EQUALS false $ HASENEMYBUFF(340) EQUALS false & TURNNUMBER > 1 CASTSPELL(3) HASENEMYBUFF(927) EQUALS true CASTSPELL(3) HASENEMYBUFF(340) EQUALS true $ HASENEMYBUFF(300) EQUALS false PASSTURN HASENEMYBUFF(340) EQUALS true $ HASENEMYBUFF(300) EQUALS true CASTSPELL(3) HASENEMYBUFF(340) EQUALS false $ HASENEMYBUFF(300) EQUALS true CASTSPELL(1) COOLDOWN(SKILL(1)) EQUALS false $ HASENEMYBUFF(340) EQUALS false or use a [Import from Forum] button in plugin Code: [Name]Menagerie Custodian[/Name] [Species]1227[/Species] [Logic]CASTSPELL(2) COOLDOWN(SKILL(2)) EQUALS false $ HASENEMYBUFF(340) EQUALS false & TURNNUMBER > 1@CASTSPELL(3) HASENEMYBUFF(927) EQUALS true@CASTSPELL(3) HASENEMYBUFF(340) EQUALS true $ HASENEMYBUFF(300) EQUALS false@PASSTURN HASENEMYBUFF(340) EQUALS true $ HASENEMYBUFF(300) EQUALS true@CASTSPELL(3) HASENEMYBUFF(340) EQUALS false $ HASENEMYBUFF(300) EQUALS true@CASTSPELL(1) COOLDOWN(SKILL(1)) EQUALS false[/Logic] [Spells]ASSIGNABILITY1(389)@ASSIGNABILITY2(646)@ASSIGNABILITY3(301)[/Spells] [Author]xaoc1980[/Author] [Notes]ver. 1.0[/Notes] [LogicType]0 1 4 6 [/LogicType] P.S. I'm not sure yet how to do so the ability to "Lock-on" was used not only when the opponent is stunned or hiding, as for example on the beginning of the fight, as well as possibly different developments during the fight. And even more so to write this, because I'm not a programmer and it's made by me it was obtained through trial and error + intuition correction =) So I will gladly answer the questions on what I can =) P.S.S. I want to say a huge thank you to Toliman for his posts in this forum, they helped me a lot ... and I suspect that there are many more commands for use, except those that are in the Pet Logic Builder of this plugin. How would I know them for use to write further scripts? Sorry for my terrible English, but I from Russia and it explains a lot I guess
If it's going AFK, there's no logic set up for the 2nd or 3rd pet. You would also be getting some errors in the HB log to show why this is happening, but it's more likely to be the lack of a logic for the 2nd and 3rd pets. You can always create a basic logic, then go back and edit it when the pet has levelled up. It's just not 100% convenient or easy to use.
There are a few commands, checking pet health, speed, buffs, group and weather, there's also a few custom checks like round number. the only one reasonably missing is raw pet health, useful for balancing the beast attacks that work if you can kill the enemy in one shot as a finishing move, or only works if health is numerically lower than the enemy pet. I might see if there's a good reliable math function to evaluate PETCOULDSURVIVE ENEMYCOULDSURVIVE as a function, based from enemy hp, class, player pet power and pet level. It would be a way to partially stop suicide swap or trigger forfeit conditions, or use a few dangerous abilities like reckless strike/Armageddon, features that would kill a regular pet if not at a survivable level of health. Managing the swapout needs a bit more thinking time, because a team logic is a lot more work to rate pets as "good", "ehh", "hmm" are not euclidean mathematical terms. (^o^)
gatherbuddy mode when the bot towards an animal fight my game freezes and puts it into blacklist could you help me?
hi, i downloaded pokehbuddy as zip and with svn both times i put it in the hb/plugins folder. but anyhow it doesnt show up in the plugins in hb. so what can i do about that ? or where can be a problem causing that?
Since last update, every time that i try to use PokeBuddy, my game freezys til i get disconected. Any ideas? LOG: View attachment 5292 2014-12-23 11.28.txt