![Wink ;-)](./images/smilies/icon_e_wink.gif)
Haven't forgotten about it. It took me way longer than I hoped to translate, but I should be able to finalize the current version today or tomorrow. I'll post the file here if that's okay with you?
Awesome! I look forward to it. And there's no rush at all.Aranesh wrote:That looks pretty sweet! Although it means more strings to translate I guess
Haven't forgotten about it. It took me way longer than I hoped to translate, but I should be able to finalize the current version today or tomorrow. I'll post the file here if that's okay with you?
At the moment it doesn't. There's some discussion on the curse comments about it recently.Iibis wrote:One thing I've been thinking about. Does Rematch take xp buffs into consideration when it checks for max level? I have different buffs at different times so it would be great if we set the limit e.g. to unbuffed max level but then Rematch takes different buffs into account. I don't know what the best way to calculate, and make it automatic, would be though.
One thing to consider:Gello wrote:At the moment it doesn't. There's some discussion on the curse comments about it recently.Iibis wrote:One thing I've been thinking about. Does Rematch take xp buffs into consideration when it checks for max level? I have different buffs at different times so it would be great if we set the limit e.g. to unbuffed max level but then Rematch takes different buffs into account. I don't know what the best way to calculate, and make it automatic, would be though.
The calculations would involve storing the coefficients for all noteworthy targets, begin tracking buffs and their effects, and it'd require affected teams to have that specific target saved within them so it can plug in the stored numbers. It can't predict how much xp a pet would get if it doesn't know what it's about to fight. So it would not work for wild battles because the level of opponent varies and it can't know what you're about to fight before the fight.
It's something I'll look into more once we know more about potential changes in Legion. It's rather complicated to implement.
That's very clever. It would no longer be tied to the target/teams, so it'd work for wild battles, it'd require no maintenance when they add new tamers, and the experience table would take up less space/maintenance than the formula numbers for each target. I really like this, thanks for posting it! I'll see what we can do with it.Jerebear wrote:One thing to consider:
You don't necessarily have to approach it like that. When a player inputs a max level into the team preferences, they are doing so with an *implicit* tamer coefficient in mind. They know the max level pet that particular target can handle. Additionally the amount of EXP needed to gain the current level and the next level is known (see Pet Experience Chart at http://www.warcraftpets.com/community/forum/viewtopic.php?f=10&t=8829 ).
You could add an option to make the max level a "raw" data point, then calculate how the buffs would adjust that max level. For example, say someone sets a tamer max level to be 23.5:
1. From the table that means the last 1980 + 0.5*1920 = 2940 EXP.
2. Assuming Safari Hat and Battle Pet event buff, that moves us to 2940*3.1 = 9114 EXP from max
3. This places the new level at 23885 - 9114 = 14771 EXP
4. New base level (via binary searched table lookup) is 20 (which starts at 14730).
5. 14771-14730 = 41 EXP over level 20
6. There is 1595 EXP between 20 and 21 so, 41/1595 = 0.02570532915360501567398119122257
7. So final answer is either 20.02 or 20.03 depending on how you wanted to decide to round it (safe vs by the rules).
You would basically need to keep the table of EXP to get to a level and the table of EXP between levels (the two columns in my chart linked above). Then binary or linearly search (You know the starting level and are only moving one direction, so a linear my not be t0o costly).
I don't know if that is the right way to go or not, but something to consider. Possibly less costly than keeping up with all the tamers.
One scenario where that may not work (based on how I understand your statement):Gello wrote:Tracking buffs won't be a problem. I'll do some profile tests to find the fastest way but checking for the existence of those buffs by spellID when it refreshes the queue (and a max level preference is active) is probably the fastest.
Hmm that would get kind of messy. I don't want this addon being so involved with buffs that it accumulates cpu time scrutinizing buffs when you're not doing pet battles. Maybe for a minute after a team loads it can watch buffs change and then shut its tracking off. I'll think on this.Jerebear wrote:One scenario where that may not work (based on how I understand your statement):
I generally go to the tamer, click on it to load the team and carry pet, accept the quest, click on the tamer to get the chat bubble, and then pop my buffs so that I get every second of them. If it only updates when the queue updates, then I would incorrectly use the wrong modifier when I started the battle.
I don't know if there is an easy/good way to solve that though.
Search "level<25" and filter pets to "Other->Not Leveling" and then from the queue menu choose "Fill Queue More". Then reset filter and repeat 1-2 more times until all pets under 25 are in the queue.Darolyn wrote:Is there a way to add EVERY non-25 to the queue? I mean every single one. No matter how many I have, if I have a 25, or whatever, is there a way to add them ALL with the push of a button?
Or do I have to manually add the duplicates?
Thanks!
Thanks for bringing it up. That is definitely a bug for the 0s to stay in those fields. This would affect sending teams to others too. I'll have a fix in the next update probably in the middle of next week.Painbow wrote:I apologize if someone already reported this as a bug or if it's known:
If I export a team with its notes and preferences, the preferences are copied over but they don't actually work. If the export had, for example, 500 minimum health and a maximum level of 20 but nothing in the other fields, those fields will have the number 0 in them. I have to press "X" on each field to clear them all and readd all the preferences for them to actually work.
So as of right now, exporting with preferences selected is useless.
If this is known or if you would like video of this happening, let me know.
It seems you can only export as plain text/string if you do one team at a time. Doesn't seem to have the option if exporting an entire tab. Is it possible to do? I only ask because I have a lot of teams saved and have been exporting them to other accounts lately, so exporting the entire tab is much easier, but seems to be string only.Gello wrote:Thanks for bringing it up. That is definitely a bug for the 0s to stay in those fields. This would affect sending teams to others too. I'll have a fix in the next update probably in the middle of next week.Painbow wrote:I apologize if someone already reported this as a bug or if it's known:
If I export a team with its notes and preferences, the preferences are copied over but they don't actually work. If the export had, for example, 500 minimum health and a maximum level of 20 but nothing in the other fields, those fields will have the number 0 in them. I have to press "X" on each field to clear them all and readd all the preferences for them to actually work.
So as of right now, exporting with preferences selected is useless.
If this is known or if you would like video of this happening, let me know.
In the meantime if you export teams as plain text the preferences seem to import okay.
You're correct you can only export/import plain text teams one at a time. The addon wouldn't know where notes ended for a team and a new team began in the free-form plain text format.Painbow wrote:It seems you can only export as plain text/string if you do one team at a time. Doesn't seem to have the option if exporting an entire tab. Is it possible to do? I only ask because I have a lot of teams saved and have been exporting them to other accounts lately, so exporting the entire tab is much easier, but seems to be string only.
Code: Select all
-- temporary fix for imported remtch teams converting empty prefences to 0
local prefs = { "minHP", "allowMM", "expectedDD", "maxHP", "minXP", "maxXP" }
local f = CreateFrame("Frame")
f:SetScript("OnEvent",function()
local share = RematchDialog and RematchDialog.Share
if share then
hooksecurefunc(share,"ConvertStringToSideline",function(self,text)
local team = Rematch:GetSideline()
for _,pref in ipairs(prefs) do
if team[pref]==0 then
team[pref] = nil
end
end
end)
end
end)
f:RegisterEvent("PLAYER_LOGIN")