I changed the level differ, but it still has problems. I attached the log View attachment 6712 2015-01-10 22.16.txt
Great, so judging by what the first page said the last time I looked you will at some point post directions on setting up our own logic? Usually what I like to do is find a pet with 2 cooldowns of decent damage that damage 2 of the pet types in a zone. Example of nether rays/fry for VoTFW. They do great against Critter and Aquatic, so I just used a condition for if the enemypet was type critter/aquatic and the battles go extremely fast. can we do this?
People keep complaining about this, so it's well may be me. Let me check. Upd. Confirmed. This setting is just plainly ignored. Let me prepare an extra update.
I see that Pro_Pets were filling the slots with 8 9 9 - is it ok? [21:22:24.502 N] [Pets] Filling pet Slot 1 with Netherbrut, Brut der Netherbrut [8] Health 90% [21:22:24.502 N] [Pets] Filling pet Slot 2 with Geschmolzenes Kernhündchen [9] [21:22:24.502 N] [Pets] Filling pet Slot 3 with Nachtschattensprössling [9] And you also have some PB (Pokebuddy?) plugin interfering. Please disable or remove it: [21:33:28.208 N] [PB] Battle Preparation [21:33:28.208 N] [PB] Trying to interact. Blacklist counter :3 [21:33:28.224 D] Lua failed! Status: ErrRun [21:33:28.224 D] Lua failed! Status: ErrSyntax [21:33:28.224 N] [PB] Pet Ratings - Slot 1 : -100000000 Slot 2 : -100000000 Slot 3 : -100000000 [21:33:28.224 N] [PB] No swap needed [PB] is not Prosto_Pets, two products trying to manipulate the same objects simultaneosly will lead to total mess.
Hm okay thanks for the tip. I only deactivated the battle pet swapper because you said it on your first post. I didn't see anything about deactiving Pokebuddy, but it works smooth now
By design pet2 and 3 diffs (and health also) are "recommendations", not hard settings. Hard settings are min and max, blue and favorites. Max setting can be always kept at 25. The idea of it is to stop the bot when a daily portion of work is completed, like all selected pets raised a couple of levels - so stop, do not run 24/7. So it may interfere when set too low.
Some text on how to write.modify a logic is already there (writing it just helped me to justify a delay in writing a config description with pictures ). I need to prepare an extra update for this amazing "Capture Rares" slip and then I will look at your problem.
Hi, just wondering if you could give a quick set-up for levelling 3 pets on relative move, for the life of me I cannot set it up properly. I've set 3 favourite pets in wow and currently one is level 11 one is level 13 and one is level 23 problem is that it always tries to level the level 13 even if I put it in the 3rd slot it switches it into the first slot and battles level 7 wild pets. Just the brief settings for levelling would be great. Thanks
Version 0.9.4 correcting this is just posted. And my alt have just killed a rare using it (/cry). I apologize for inconvenience to everyone who complained. These two "blue"-related checkboxes got completely mixed up in my mind. And when asked to look at "Capture Rares" behavior I was looking at "Blues Only" box. Should work now.
3 is a bit low number for an industrial-strength solution you know: conveyor belts, hundreds of pets... Yes, the design is that bot tries to level a lower pets first. It puts them in the first slots so they receive some hits and a share of XP, and then replaces with a higher ones to win a battle. That's a principle of operation. You may forcibly lock (there's a checkbox) level 13 in a 3rd slot, but what's the point? The bot's cycle is determined by a Rez CD (8 mins). You should have as much pets leveled simultaneously so that the bot can use some while waiting on CD to heal your favorites. Otherwise, it can wait for Heal CD doing nothing, but it would be a waste of time. So I'd recommend to Fav at least 10 level 13 to raise simultaneously. Level 23 will be picked up later. Or. You can lock all of them. Put Health swap at 100 for two low-levels. They will both have a share of XP but let level 23 finish the battle. It can have enough health to survive enough battles. Yeah, could work too.
So, let me check if I understand you correctly. You have a pet, that have 2 CDs. One is good for say critters, another for aquatics. And you do not want to waste your CD on a wrong type of the enemy. Yes, that's possible and is even planned. There's two ways (not yet implemented) to do it: 1. Check enemy type. Say typeEnemy("Humanoid"). Or HUMANOID to use integers. 2. Check if the ability is "strong" against the current enemy. More appropriate (less error-prone) way to do. Problem is how to minimize the code needed. We are looking at something like { "Ability", ()=> strong("Ability") }. Note the duplicate "Ability" needed. We can reduce it to { "Ability", ab => strong(ab) } if we replace delegate(void) with delegate(string). This is a serious (non-retractable) decision. Seems proper though. Let me think about it for a while. Meanwhile, I'll implement "type" and "enemyType" properties. And "strong" and "weak" too (without changing delegates for now). Much funnier than to write a doc, lol.
Rare kill work smooth now. But another problem (if it is a problem ofcourse) at Ringer2x mod if pet1 health set up 100 bot swaps it out immediatly if pet1 faster than active wild pet so at the end of battle no exp for pet1. Has to be set up lower than 100 HP at the moment for gain exp.
i think shortly "family" and "efamily" is better for enemytype and more understandable. my opinion ofcourse
I do understand when starting to add lines to control which spells are used when facing which type of pet you will get considerably longer, but we have a big community. At some point this thread is going to completely explode with activity. Pet battling got a lot of attention here on the forums as MoP expansion was older and older. I think your ging to get a lot of help creating logic at some point I don't have any intention of keeping anything I come up with to myself. I love sharing.
And if you can apply this idea to pet swaps would be perfect and more humanlike behavior for bot. Example: Home team "Pet1 Critter - Pet2 Undead - Pet3 Beast" Enemy Team "Pet1 Critter - Pet2 Critter - Pet3 Beast" Normally Bot swaps "Pet2 -Undead" which is totaly week against Critter as second Pet for fight, if Bot ables to swap HomeTeam "Pet3 -Beast" Which has family advantage against Critter i think all goes perfect.
Yeah, "type" is way overloaded. "family" is better. But "efamily" contradicts the current style of appending the "Enemy" to the back: "familyEnemy" is way too long though. "famEnemy"? I hate shotcuts, but can live with it. Anyway, there always is a "refactor" button...
Heh, this thing has finally gone full 360 degs in fixing. Great, let's fix it once and forever... Hopefully.