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Mornedil

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  1. It's not a stupid feature. It's child abuse.
  2. I suggest to be able to instantly release a pokémon directly after catching it and it goes into the PC. currently, after catching a pokémon, it's stat window pops up so we can check the IVs among other stuff.. But we can't release it, even though it was sent to the PC storage. Being able to instantly release pokémon we don't want would spare us a lot of time sorting the PC storage and releasing all the crappy pokémon we previously caught.
  3. I suggest to be able to instantly release a pokémon directly after catching it and it goes into the PC. currently, after catching a pokémon, it's stat window pops up so we can check the IVs among other stuff.. But we can't release it, even though it was sent to the PC storage. Being able to instantly release pokémon we don't want would spare us a lot of time sorting the PC storage and releasing all the crappy pokémon we previously caught. edit: sorry about the double post, forum glitched out on me.
  4. On the contrary.. hasn't it always been possible? You don't pick the box each individual pokémon goes into after catching, but you choose the active box from the PC system, which all captured pokémon automatically goes into. That way you could, for example, switch to box 5, go on a safari zone hunt, and have all safari zone catches end up in box 5. I find it very hard to sort my pokémon in the pokemmo PC system, because: I can't name the boxes (afaik). Boxes are too big (I'd rather have twice as many boxes with 30 slots each) No ability to select multiple pokémon. And as OP said, all captures always end up in box 1. This actually caused me to create a new character once because I couldn't be arsed to go through, sort, and/or release over 200 captured pokémon.
  5. Awesome guide! Not gonna follow it though, because that stuff is too hardcore xD. When I breed I just catch two pokémon with at least 1x31 each, in the two stats that will be most important for the child. And then make sure the average values of the other stats are good. for example, This is the result of a good meowth I caught, and a random decent teddiursa I had lying around: Might not be perfect, but uses minimal effort and money (in this case 35k total), and it's good enough in my eyes :)
  6. I don't have any screenshot proof because I was not aware of swarms until I read this topic, but... A few hours ago while EV training in the patch of grass north of the Rock Tunnel pokécenter (the center near the power plant), I randomly started encounter lots of Haunters at around level 16-17. According to this page haunter shouldn't normally appear there, so it migt have been a swarm. Because haunter went from never appearing, to appearing almost every time, and then suddenly stopped appearing. (I was there for over an hour spamming that grass)
  7. I programmed a simulator which uses OPs calculated % chances a few years back, which proved that spamming balls is more efficient. However, the OP of this topic raped my topic to a point where I had to ask a moderator to lock it, and it's now been removed. Edit: Here's a simulation of 10000 pokemon encounters using OP's calculations (the simulator escapes if you don't meet chansey): And here's 1000000 (one million) chancey only encounters: As you see, bait-ball has a slightly better chance on average (only 0.2% in the 1mil simulation) to catch chansey. But you'll spend much more time on each attempt with bait-ball, which makes ball spamming a bit more efficient (and less annoying since you always get a chance to catch it). Bottom line: Use the method that feels best because they've got pretty much the same odds on average... Just never throw a rock, and never throw bait when it's already eating.
  8. I recently got a new laptop with crazy high resolution. Pokemmo seems to handle different sized resolutions by making the game view (how far the player can see) fit the resolution. So this is what Celadon city looks like on my screen x) The display resolution settings in pokemmo only resizes the game window.. unless I turn on full screen mode, but that makes it harder to multitask with other windows. Edit: Seems like I actually gotta change my desktop resolution or pokemmo uses my max screen res in full screen regardless of settings My suggestion is a game setting that lets us scale the game by x%. I do some indie development myself, and this method works quite well: (as an example let's say I've set scaling to 200%, and my resolution is 2160 x 1440) render the game to an image which is 1/2 the size of the game window. (50% of 2160x1440 which is 1080x720) now render that image to the game window at 200% size. Result: the game elements will double in size without altering the screen resolution. Depending on how pokemmo currently handles rendering to the game window, this could either be very easy or tedious to implement. Like, if pokemmo renders directly to the window it might be a pain, but if it's already rendering to another surface first (which is common since it's easier to add after effects), then these scaling calculations would simply need to be applied to that surface according to the player's settings.
  9. There is a simulator to check the methods without spending hours in-game:
  10. I think OP explains the math behind it quite well. Sure, there's a lot of text, but it's not very hard to understand. [size=5][color=#CC0099][b]Another good tip to catch more chanseys in less time:[/b][/color][/size][list] [*]Go to settings [*]Increase Text Speed to max [*]Set FPS limit to 999 [*]Remove game UI (F12 key by default) [*]Change to an underpopulated channel [/list] This way, you will get maximum FPS that your computer can handle, so all text will scroll a lot faster, which means you have to spend less time waiting when you encounter a pokémon. Just hold Z to get past any text as fast as possible. Less wasted time = More chanseys in less time.
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