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  1. Agreed. In fact, a bouncing bike is essential to actually access specific areas (in hoeen for example). I'm currently looking for a way to use bouncing bikes in hoeen without much success I attached a screenshot of one of these exact spots where you can't pass through without bouncing EDIT: OK apparently you CAN use acro and mach bike in hoeen by talking to Rydel and switching bikes, don't know how I didn't see this before, sorry. Here's a screenshot of Wattson amazed by our newly rediscovered stunts:
  2. I figured it out. Posted here: Thanks to @Zoubek for making the fine tutorial that helped me to realized I could edit the GUI in this way:
  3. What is it you would like see customized/made? It would be really nice to have an option for disabling move effectiveness preview on the battle screen (aka not showing if a move is "super effective", "not very effective", "effective" "ineffective" or "status") How would you like to see it customized/made? It's a really pratical aspect of the interface, at least I don't need much aesthetic changes. Just hiding or removing the text should be fine. It seems like a rather simple change to do, yet I have absolutely no idea on how to do it. Reference examples (optional): D
  4. Omg this is exacly what I was looking for, thanks!
  5. Loved the idea of this guide, these kind of information for competitive are a must. Hope the images get fixed / replaced soon, if possible I'm willing to help @suigin
  6. Well, there's no need to be that rude. But that's actually an important point: pokemmo's objective is not to bring the original console game's experience to online multiplayer; it is to bring to MMO experience to the pokemon games by building on top of the games we already know. It's a different philosophy that leads to different design choices, and thus the differences we see from the original games. So, it's understandable that people expecting the classical handheld experience would be shocked or disappointed (as I was). It's a good thing to make that observation clear in discus
  7. I see. Guess we can just try and adapt to it, I'll give it a shot and keep playing until getting the hang of managing teams and exploring without infinite tms at my disposal
  8. Now, Unova TMs should be reusable. This is a crucial change made in 5 gen that greatly improved both build and exploration experience. I know this would greatly impact tm economy on the mmo, yet it is an important reflection of power progression over the story progression: the farther you go, the easier it is to build, until everyone reaches a cap. One thing that could be made as a 50/50 solutions is to make bought TMs consumable while the story TMs remained reusable
  9. I agree completely. I'm currently looking for an option / mod to turn it off, it makes the strategy part of the game much more enjoyable for me
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