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Option to rename the pokemon based on the stat #2240

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kalyon opened this issue Aug 1, 2016 · 3 comments
Closed

Option to rename the pokemon based on the stat #2240

kalyon opened this issue Aug 1, 2016 · 3 comments

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@kalyon
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kalyon commented Aug 1, 2016

Expected Behavior

Rename the pokemon after catch it based on the stats

Actual Behavior

Steps to Reproduce

IvPercent = ((pokemon.individual_attack + pokemon.individual_defense + pokemon.individual_stamina)*100)/45
monster = [pokedex[pokemon.pokemon_id],pokemon.cp,pokemon.individual_attack,pokemon.individual_defense,pokemon.individual_stamina,IvPercent,pokemon]
print '\n NAME | CP | ATK | DEF | STA | IV% '
print '---------------- | ----- | --- | --- | --- | ----'
logging.info(' %-15s | %-5s | %-3s | %-3s | %-3s | %-3s | %s',monster[0],monster[1],monster[2],monster[3],monster[4],monster[5],monster[6].nickname)
session.nicknamePokemon(monster[6],str(monster[5]) + '-' + str(monster[2]) + '/' + str(monster[3]) + '/' + str(monster[4]))

Other Information

OS:
Git Commit: (run 'git log -n 1 --pretty=format:"%H"' and paste it here)
Python Version: (run 'python -V' and paste it here)

@lukemeaden
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Post your config or go on Slack for help

@yweitkemper
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Does this code work or were you looking to get it to work?

@vdubus
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vdubus commented Aug 2, 2016

It seems an implementation of such a functionality was done it ticket #1850
It's available on the dev branch and seems to work fine.

matheussampaio added a commit to matheussampaio/PokemonGo-Bot that referenced this issue Aug 3, 2016
Main changes:
    - Add a loop to Spin Fort worker, now we spin every ready and in range fort per tick.
    - Add a loop in CatchLuredPokemon, same as above.
    - Remove a bunch of logs (it's hard to see what happens)
    - Change some logs (to make it easy to see the experience)
    - Add PR PokemonGoF#2252 (thanks @Moonlight-Angel) and PR PokemonGoF#2240 (thanks @lucasfevi)

BREAKING CHANGES:
    - Add tick_count and delayed some workers (RecycleItem, TransferPokemon)
matheussampaio added a commit to matheussampaio/PokemonGo-Bot that referenced this issue Aug 3, 2016
Main changes:
    - Add a loop to Spin Fort worker, now we spin every ready and in range fort per tick.
    - Add a loop in CatchLuredPokemon, same as above.
    - Spin fort even with full inventory
    - Move to fort even with full inventory
    - Also filter forts with `cooldown_complete_timestamp_ms` (to spinning and moving to)
    - Remove a bunch of logs (it's hard to see what happens)
    - Change some logs (to make it easy to see the experience)
    - Add PR PokemonGoF#2252 (thanks @Moonlight-Angel) and PR PokemonGoF#2240 (thanks @lucasfevi)
    - Add minimum 5 seconds to each tick (avoid softbans)
    - Fixed logs with colors (that extra space freaked me out)

NOTE:
    - In this commit, EvolveAll worker, take 25+ seconds to complete. So DON'T use it.
      Just evolve after catching pokemons.

BREAKING CHANGES:
    - Add tick_count and delayed some workers (RecycleItem, TransferPokemon)
matheussampaio added a commit to matheussampaio/PokemonGo-Bot that referenced this issue Aug 3, 2016
Main changes:
    - Add a loop to Spin Fort worker, now we spin every ready and in range fort per tick.
    - Add a loop in CatchLuredPokemon, same as above.
    - Spin fort even with full inventory
    - Move to fort even with full inventory
    - Also filter forts with `cooldown_complete_timestamp_ms` (to spinning and moving to)
    - Remove a bunch of logs (it's hard to see what happens)
    - Change some logs (to make it easy to see the experience)
    - Add PR PokemonGoF#2252 (thanks @Moonlight-Angel) and PR PokemonGoF#2240 (thanks @lucasfevi)
    - Add minimum 5 seconds to each tick (avoid softbans)
    - Fixed logs with colors (that extra space freaked me out)

NOTE:
    - In this commit, EvolveAll worker, take 25+ seconds to complete. So DON'T use it.
      Just evolve after catching pokemons.

BREAKING CHANGES:
    - Add tick_count and delayed some workers (RecycleItem, TransferPokemon)
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