Open Forty-Tw0 opened 8 years ago
I honestly do not think XP is an issue in 2 days of running bot my guy is already lvl26 and I live in a crap area for pokestops/pokemon so i can only imagine if i had it going somewhere that is highly active. I would go for the evolving highest IV
XP required ramps up exponentially in the 20s, max level currently is 40. 28 to 29 is 300k xp and you only get 200 from catching and 500 from evolving, while pokestops give 50-100.
I heard rumors from dataminers that leveling 39-40 requires 5 million experience. So I believe we should incline more towards building Experience instead of building Best Team, the bot doesn't (and will probably never) battle Gyms, so no point yet in having high CP/IV evolutions.
We can use conditional branching to do both or more, I am just wondering if there are more ideas for useful evolutionary strategies.
I read somewhere though that over 30 didnt do much in terms of CP on the pokemons. I think it was 30 I am trying to dig the thread up.
At level 30 your trainer level stops effecting the CP of pokemon in the wild I think. Eggs never give pokemone with CP more than what you would find at level 20.
Strategies on this can be very wide, maybe we could add functionalities and conditions in the config.properties.template
so anyone can build their own strategy. Maybe some people would want to focus on very specific pokemons, regardless of CP/IV.
Could use an auto_evolve list which could be set to ALL for all pokemon, this way people can have more control over what pokemon evolve.
tldr honestly.. took cliff notes.
auto_evolve = true/false
Maximum XP output.
build_pokedex=true/false
As far as evolving based on CP or IV.. CP can be raised, IV can't be changed. This only matters for build_pokedex, as it will grab highest IV.
use_lucky=true/false
evolve_only_these=LIST,POKEMON,HERE
evolve_IV_threshold=INTEGER
honestly this would be best
Use_Lucky=true/false
Evolve_XP=true/false
Evolve_IV=95
Calculating evolutions won't matter.. I'd assume you could do several hundred in the course of 30 minutes through the CLI.
Continuous evolve.. and evolve_IV matches my post. So I agree with you, just not your naming scheme.
you would need that many base pokemon to evolve though like if you had candy for 700 evolve of rattata youd need 700 rattata to evolve. Would want to make sure there was enough pokemon to fully make use of the lucky egg instead of 3 evolves ok need to catch another pidgey so i can evolve it and waste time waiting till bot catches another
The reason I have option 1 is because later we might want to limit actions based on the actual time it takes in the app to appear human, rather than doing 200 evolves per second. As it stands, even a full bag of pokemon will take less than a minute to evolve which still leaves 29 minutes of lucky egg. Just a precaution to avoid requirement volatility down the road.
As far as CP, some casuals only care about CP. I wrote #208 to implement IV sorting to keep the best pokemon.
I only keep pokemon over 95 IV ;/
I keep two of every pokemon so that the bot keeps the two best IVs which I can manually evolve to eventually have the best IV pokemon in every tier of the evolutionary line. Which is why I came up with strategy 2.
keep_pokemon_amount=2 sort_by_iv=true transfer_iv_threshold=-1 transfer_cp_threshold=-1
you would need that many base pokemon to evolve though like if you had candy for 700 evolve of rattata youd need 700 rattata to evolve. Would want to make sure there was enough pokemon to fully make use of the lucky egg instead of 3 evolves ok need to catch another pidgey so i can evolve it and waste time waiting till bot catches another
- auto_evolve in my post would evolve when possible.
- use_lucky is a one time only trigger to prevent use of lucky's while without a large batch.
I do agree with introducing a human 'algorithm' and only allowing 1 evolution every 12-15s.
I'm able to hit evolve in app, close, reopen and evolve again in no more than 15s allowing for at least 90 by human input while leaving room for error/lag.
For the evolve what I would like to see is
We specify amount of Pokemon to save up for an evolve. Let's say 50
wait_for_evolve_count=50
Then the bot does it's thing, how ever, if I have let's say 24 Pidgey candy, it will keep 3 pidgey's, or if I have 100 Squrtle Candy it will keep 3 Squrtle. This way it can evolve 2 and keep 1. Also, it should evolve the highest CP.
Also let's say if we have 200 squrtle candy and so we have 5 squrtle's stored. But it finds a higher CP Squrtle than the current 5. Now we have 203 candy, it will transfer the lowest CP one since now we have too many and keep the new one one. Back to 5. Since we will be evolving at least 4.
There should also an option like complete pokedex
complete_pokedex=true
What this would do is if I have 200 squrtle candy, I already have a warturtle(2nd level), but have yet to find a Blastoise (3rd level), it will instead count that as 3 evolves instead of 4. 100 candy to create the Blastoise and then 50 and 50 for the warturtle. How ever, it should do the two evolves from highest CP Squrtle to Warturtle first, this way if you manage to get a higher CP Wartutle than your current one then it will finally evolve that one.
After that, it would transfer the extra warturtle (lowest cp)
Hope this makes sense.
Also needs this to happen only if you have a lucky egg to activate.
This also needs to some what take into effect the time it takes to evolve the pokemon. If we just massive evolve 50 in a matter of seconds, that doesn't look right.
There are a few different configurations for evolution strategies. Here are some of the use cases I came up with. The first one results in maximally efficient trainer xp, the second results in evolved pokemon with the best possible CP/IV (and subsequentially fills out the pokedex!). If you can think of more useful use cases, please share!