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I propose using catch probability to select ball instead of relying on combat_power.
Example plugins/catch_pokemon/init.py modifications:
probability = encounter_data.probability[0]
...
# TODO: This should probably be cleaned up
for catch_attempt in range(20):
if total_pokeballs == 0:
log("No Pokeballs in inventory; cannot catch.", color="red")
return
pokeball = 0
if balls_stock[1] > 0:
pokeball = 1
if balls_stock[2] > 0:
if probability < 0.25 or pokemon_potential > 0.82 or combat_power > 1000 or (pokeball is 0 and balls_stock[2] > 9):
pokeball = 2
if balls_stock[3] > 0:
if probability < 0.15 or pokemon_potential > 0.92 or combat_power > 1200 or (pokeball is 0 and balls_stock[3] > 9):
pokeball = 3
if pokeball == 0:
log("No ball selected as all balls are low in stock. Saving for better Pokemon.", color="red")
break
log("Using {}... ({} left!)".format(bot.item_list[pokeball], balls_stock[pokeball]-1))
probability -= 0.05
balls_stock[pokeball] -= 1
...
Probability is decreased each time so that better balls can be selected as throws miss. This probably should be enhanced to use master balls too but I don't know their id (is it 4?).
Sorry this is not PR, maybe someone can pick it up and create a proper PR.
The text was updated successfully, but these errors were encountered:
I propose using catch probability to select ball instead of relying on combat_power.
Example plugins/catch_pokemon/init.py modifications:
Probability is decreased each time so that better balls can be selected as throws miss. This probably should be enhanced to use master balls too but I don't know their id (is it 4?).
Sorry this is not PR, maybe someone can pick it up and create a proper PR.
The text was updated successfully, but these errors were encountered: