BattlePetCollector, Is it in this plugin? This seems to be something im looking for! I cant find it anywhere in the plugin. mind explaning where to find it
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sorry about the delay, you might have already found this, but here's the link
http://www.thebuddyforum.com/honorb...aloged/97729-plugin-battle-pet-collector.html
http://www.thebuddyforum.com/honorb...ataloged/96169-plugin-battle-pet-swapper.html
Andy West coded these up last year almost, and they work exceptionally for the task at hand, collecting and swapping pets around.
using these, you can probably collect and level around 400 pets, give or take a few duplicates, without too much drama.
considering there's only 4 current plugins for battle pets in Uncatalogued, it's a small community (there's a couple of others...)
in terms of making all 3 plugins act in one joined plugin, it would save a bit of time, and Maybe has been tinkering in his off time to integrate some of them into Pokeh, but it's not trivial, mostly because having 3 separate plugins, they step on each other's toes a bit, just in terms of knowing what the other is doing.
the advantage would be ... well, in usability.
Pokeh is mostly designed for PvP and even level encounters i.e. BPS's "Relative/Capture" is supported with the default ratings. (not quite, but it's workable)
however, most people power-level pets. because it's tedious. (or they collect them, run the dailies, whatever. it's a hobby thing) and Pokeh, was not designed with power-levelling in mind, because it's not that easy to figure out. it seems easy, but there's a few hitches in the process.
Yes, it takes forever and a day to level them. because a typical battle is ~300xp, and it takes ... 24k to cap each pet. it's not practical to level a pet that way, it's in the region of 30+ battles (silly XP sharing mechanics come into play as well) i.e. even power-levelling via XP, it's ~900 to 250 xp per battle, from 1 to 25. using the math, it takes about... 30 battles to "ringer in" a low level pet to 25. often less, sometimes more.
it takes about:
2k to bring it to level 7,
3k to bring it to 10,
6k xp to bring it to level 13,
10k to level 16,
15k to bring it to level 19.
18k to bring it to level 20,
20k to bring it to level 22.
and from level 1 to 25, 23,885 xp. give or take a few losses. Now, there's a small bonus that covers difficulty, it's ... hard to work out because it scales to the level of your pet and the level difference.
For ringer pets, it becomes optimal about half the current target's level. so 5 vs 12's, 9 vs 20's, etc. if you go too low, it actually gets worse XP, not better. i.e. a 3 vs a 24, is around the same XP as a 17 vs a 24. but, at level 3, it's going to jump about 3 levels ... so .. it seems like more. there's a gradient of bonus XP that covers the level difference and original level of the pet, and they don't match up evenly due to pet XP per level, etc. and it's calculus... which requires more detailed situations, i.e. what the min and max levels are, if it's split XP, etc. anyway, When implementing the ringer function per continent, you want to set these as optimal level areas
EK/Kalimdor, 1-10 minimum level, 16 maximum
Outland 7-12 minimum, 19 maximum
Northrend, 10-15 minimum level, 23 maximum
Pandaria, 13-17 minimum, 25 maximum
even with the relative/capture settings, you don't gain or lose a lot. at 10+ levels difference, you get around 500 to 800 xp. at 6+ levels, it's around 400 to 700 xp. e.g.
against a 23, it's 750xp/900xp (level 18/13)
against a 19, it's 630xp/740xp (level 14/9)
if the calculator at cryados.net/wow/pet_XP works, it will alleviate any questions. kind of. obviously, shortening a round, boosting XP, and reducing failure/death, helps get those numbers down too. There's also XP bonuses like the trainers, or their daily XP bonus (2x to 5x) and safari hat /pet biscuit XP adding a 1.1 multiplier each. As the trainers have their own XP bonus, at 2x (regular trainers) or 3x (grand master's) or 5x (pandaria trainer). A pandaria trainer can deliver 5k xp each day, but it requires certain pets and certain rotations to help survive, but it's a decent hand-levelling measure in a short period of time.
making Pokeh handle the trainers, is a challenge for another day, as you'd need to swap in pets, handle debuffs, and so on. for power-levelling, pokeh gets the job done, but, on the flip side, nobody really has the ability to tweak the rating system that well, because it's not designed for a use-case, it's a relationship. so it changes. and there's variables, etc. working out the ideal ratings is probably something for another day, but it's not impossible.
as for the future, pokeh has a couple of options.
integrating BPS, would work in 2 ways, one, is simply implementing the switching of pets, and changing the rating system for each swap strategy, i.e. relative/capture/ringer. that's the easy part,
and then, changing the UI so people don't find it confusing. i expect the initial tab would appear as something like "PvP / Quest / Power-Level x1 / Power Level x2 / Capture",
with PvP being no-swaps,
Questing, being Relative level and player XP,
power-level 1&2 being ringer 1 & 2,
capture, enabling the collector mode and GB2 integration.
i can forsee a few niggling issues with loading that many logic files and swapping in & out, but it could be handled with a few beta tests.
i figure this would make things idiot proof, but i know a lot of idiots, so it's worth discussing how others would like to see things.
the second part of integrating BPS/BPC is trickier, finding a way to "disable" the ringer pet so it's not called back into the rotation. doing so, needs a custom flag, and it's not trivial code to test or add. it's definitely doable, but in some sense, you'd need to store the ID of the "noob" pet before starting a battle, and keeping the value around during the battle, so it can ignore that pet. which makes the core code a bit wieldy. not hard, but nobody's done it /shrug.
may or may not be ready in time for 5.4, in any regard, but probably before december.