I changed the level differ, but it still has problems. I attached the log
View attachment 6712 2015-01-10 22.16.txt
View attachment 6712 2015-01-10 22.16.txt
The way that I would prefer is you (as in yall) create the logic, test it and post it right here. I would look it through and incorporate it in the next update. There are just too many of pets to take care of each by myself. But I have an experience in exactly this kind of logics design, so can give some advice if needed.
Or, if you prefer to keep your changes private - there is Pets\Custom.cs file created just for this purpose, it is looked up first, has preference over other logic files and I am not going to overwrite it in future.
Hello and thx for this nice BotBase. Have been testing it for 3-4 hours. I have total 610 unique rare pets full of wild rares. I tried all options but cant stop BB to capture rare wilds. Capture disabled but it still keeps to capture any rare pet engaged. As u can imagine its hard for me to rack and release to captured pets all time. Am i missing a setting ?
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
I think, I know your problem i encountered same problem with a setup. Which i favorited only 7 pets. between lvl 13-15 in relative mod. default relative mod settings requires 4lvl higher than lowest lvl pet. Example if ur lowest 13 u need lvl 17 pet in journal. Simply change those settings lvl dif with min and max. My setting now Pet2 and pet3 1 lvl higher than Pet1 and solved problem. Hope this help.
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?
Hello and thx for this nice BotBase. Have been testing it for 3-4 hours. I have total 610 unique rare pets full of wild rares. I tried all options but cant stop BB to capture rare wilds. Capture disabled but it still keeps to capture any rare pet engaged. As u can imagine its hard for me to rack and release to captured pets all time. Am i missing a setting ?
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.
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![]()
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?
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.
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.
i think shortly "family" and "efamily" is better for enemytype and more understandable. my opinion ofcourse![]()
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.