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Keep at least one of each type regardless of release config #1694
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You should read the wiki: |
Thanks. I have read through the wiki and I don't believe the configuration I am asking about is addressed. |
Keep the strongest pokemon configuration (dev branch) You can set "release": {"Pidgey": {"keep_best_cp": 1}} or "release": {"any": {"keep_best_iv": 1}}. In that case after each capture bot will check that do you have a new Pokémon or not. If you don't have it, it will keep it (no matter was it strong or weak Pokémon). If you already have it, it will keep a stronger version and will transfer the a weaker one. "release": {"any": {"keep_best_cp": 2}}, "release": {"any": {"keep_best_cp": 10}} - can be any number. You'll have to provide some additional information about what this doesn't accomplish for you. |
Sure! I have my bot set to farm for all pokemon above a certain IV level (0.85). This works just fine. Until recently, the bot would ALSO keep at least 1 pokemon of each type, even if they were not above 0.85 IV. For example, if it catches a Blastoise with IV 0.5, the bot keeps it if you do not have another Blastoise. I would like to restore that functionality. I want to continue farming for pokemon with high IV, but I don't want to throw away a pokemon I don't have yet because of that condition. Does that make sense? |
You could try these, they may or may not work. Sorry I can't be of more help. |
I just created an account to say that none of those lines work for our purpose. I want to keep 1 Pokemon of each type AND everything else with CP > 1000. Of course, I didn't use those codes for my criteria. |
This is mine, I hope it helps. It isn't exactly the highest 1 of each (because of pidgy and weedle) but mostly. |
* show pokemon icon in select2 elements * vertical-align class * Add support for arbitrary pokemon sprites (PokemonGoF#1886) * Add support for arbitrary pokemon sprites * Use var instead of let * Fix indentation * Update select box listener for newer code * Auto-resize icons depending on zoom depth * Fix indentation * Make icon cropping less aggressive, as it's only due to rounding errors * Merged in changes from master README * use sprite with css classes (not tested yet) * better like this. * resize + vertical align * Add geolocation capability to mobile route (PokemonGoF#1687) * Allow client to specify location of origin * Conditionally get device's location for mobile route * Reset app.min.js as it didn't change * Add dynamic countdown timer and names * Fix lured Pokéstops (PokemonGoF#1943) * Update README.md * easy-setup.sh: updates and cleanup (PokemonGoF#1836) * easy-setup.sh: updates and cleanup - Check for debain based OS otherwise quit. - Use already bundled get-pip.py over debian's. - Use sudo in commands instead of exiting. - Be a little smarter with the creation of credentials. - Be more verbose for the user. - Declare script as shell script - Give script executable permissions. * easy-setup.sh: remove sudo from pip * fixed retrieving and storing values in localStorage (PokemonGoF#1694) * Changed gym icons into shields/badges (PokemonGoF#1946) * Changed gym icons into shields/badges * Added Harmony as gym shield/badge * Revert "Fix lured Pokéstops" (PokemonGoF#2033) * Loading pokemons hangs, when Notification is not supported in browser (PokemonGoF#1985) * Add Id to dropdown. (PokemonGoF#1958) * Fix pokemon filter dropdown (PokemonGoF#2042) * value was removed in AHAAAAAAA/PokemonGo-Map@b4c36a5 * Skip notification when merely redrawing existing pokemon (PokemonGoF#2017) * Fix order of loading map.js and the map api (PokemonGoF#2043) * Let's load map.js first. The callback for the api requires initMap to be defined or things break. * Furthermore, defer, but don't async, the api call so we're sure everything is ready to go before it fires. * Doesn't hammer the server when map download fails. (PokemonGoF#2040) * Higher navbar (PokemonGoF#1515) (PokemonGoF#2050) * Update main.css * Update app.min.css * Update _nav.scss Rebase of PokemonGoF#1515 * Fix up this configuration mess (PokemonGoF#2021) * Kill credentials.json with fire * Match up our command line options with config.ini options * Switch to ConfigArgParser to make the task of overriding config.ini options via command line parameters easier * This provides a much easier long-term method of maintaining config/argument options * Travis tests (PokemonGoF#2056) * Travis tests * Amended script tests per Chlodochar's suggestion * Remove lured pokemon toggle (PokemonGoF#1995) Remove lured pokemon toggle, fix pokestop with no lured pokemon * Fix missing bracket * Revert "Higher navbar (PokemonGoF#1515) (PokemonGoF#2050)" (PokemonGoF#2082) There were problems with scrolling in the sidebar * removed app.min.js and app.min.css as they are gitignored (PokemonGoF#2034) * Fixes BOM marker with setup.bat on Windows (PokemonGoF#2108) Currently, the Out-File PowerShell Cmdlet breaks config.ini by turning it into a Little Endian UTF-16 file, in turn breaking the script. Replaced the Out-File Cmdlet with a python in-line replace of a file (I mean, we already have python, so why not make full use of it...?) * Revert "removed app.min.js and app.min.css as they are gitignored" (PokemonGoF#2114) * Update config.ini.example (PokemonGoF#2149) Spelling error correction. * outsource sprite css * show pokemon icon in select2 elements * vertical-align class * use sprite with css classes (not tested yet) * better like this. * resize + vertical align * outsource sprite css
Until recently, the bot would default to keep at least one of each type of pokemon (highest CP), even if it otherwise would have been released based on your config.
Is there a way I can still set up my release config to do this? I'd like to keep the highest CP pokemon of each type only if I have no pokemon of that type which meet my other conditions.
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