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Gilan

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  1. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision.  
    Reply that lists out the logic of my counter:
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Hello everyone,
     
    I just got approval from the PokeMMO staff on Aug 30th for my app. (Latest update 12/4/2022)
    Please keep in mind this is a BETA release and only for Windows 64bit systems (32bit will come soon, and I want to get a MacOS version at some point). Expect bugs, crashes, it just plainly not working, etc.. I ask that you report these bugs back to me in the following format:
     
    Description of issue (what happened, what were you doing, etc.):
    Is the issue reproduceable (i.e. can you make it happen again)?
    Anything in the debug folder? if so please make a https://pastebin.com of the debug files
    Did the app spit out an error to you? (if so please screenshot it)
    What PokeMMO client theme were you using?
    What ui scaling is your client on?
     
    I may reach out to you to gather additional details depending on the issue.
     
    Here is the download link: https://www.mediafire.com/file/hr23yrqsr4tsz8s/GEC_Package.zip/file
    Google Drive alternative link: https://drive.google.com/file/d/14pVF59IYXpthMCuCnjdm-zcHp4KxTijs/view?usp=sharing
     
    v1.0.2 changelog
     
    IF YOU ARE UPDATING: the process is the same as the first install, except this time it will ask you if you want to replace the files, select "replace all". Do not worry, this will not overwrite your save data.
     
    Copy that zip file to your ./PokeMMO/data/mods folder and then perform an "Extract Here"
    Example path to .exe file: ./PokeMMO/data/mods/Gilans Encounter Counter/GEC/GEC.exe
    (if instead the folder in your mods folder is /GEC Package/ navigate into it and bring the Gilans Encounter Counter folder up one level)
    You can create a desktop shortcut for the .exe file if you wish. If you want the tool to boot up with PokeMMO, create a batch file
     
    CUSTOM THEMES YOU CAN DOWNLOAD:
     
    Here is a video with installation instructions and a walkthrough of the app:
     
    Hope you enjoy!
     
    Want to make your own custom theme for my app? Check out my quick run through of how to do it
     
    KNOWN BUGS (not yet fixed in downloadable version):
    - Fullscreen mode unsupported at this time. (unsure if I will be able to fix this, as the Fullscreen mode for PokeMMO is not capturable, even by regular screenshot methods; and it prevents any window from being on top of it) Best suggestion is to just play in borderless window mode while using the encounter app.
    - Safari Zone encounters don't always count properly. This is due to the "A wild X appeared!" text is not up on the screen for a long interval. Currently working on a fix for this
    - Doesn't count Zorua species (will count as the species it is currently illusion'd as)
    - German ROMs do not count single encounters. This is caused by a typo in the single wild battle start text.
     
    Fixed bugs and update in downloadable version:
    - jre path location that exists in a personal user folder path will not work. If you don't see a black window pop up on startup, this is most likely the culprit. (prevents counting) I have a fix for this and will be implementing it very soon!
    - Settings page is too tall and doesn’t scale with smaller screen sizes. You should be able to drag the settings page up and down which should trigger it snapping to the top or bottom. This will allow you to access the rest of the page. Will add a scroll feature in the future.
    - If you use custom strings, my tool will not currently work for you. I am working on a fix. awkways has posted a workaround for the timebeing.
    - Certain pokemon aren't being counted, while others are (and I'm not on 1.25x, 1.5x, or 1.75x ui scaling). This is likely due to my program being unnecessarily strict on image matching when the font rendering is slightly different (due to anti aliasing or something). I will relax the restrictions in the next update which should alleviate this issue. Also check if your antialiasing is set to "no antialiasing" (in Graphics) and High DPI Font is enabled (In Interface)
    - The black window is still not showing up. Likely due to the PokeMMO main.properties listing a mod name that does not exist. A workaround on the user side can be to delete this mod name from the main.properties file. An code-side fix will be included in the update I will be pushing later this week.
     
    -Gilan
  2. Heart
    Gilan got a reaction from MorganCatha in The Breeding Guide   
    *Not so new anymore kek
     
     
     
    What is the goal of this guide?
     
    1. To explain the basics of the new breeding system.
    2. To explain how to acheive a perfect 6x31, correct nature pokemon, and how much it will cost (on a monetary level).
    3. To also provide a more "economical" approach to the breeding system.
    4. If you wanna know how much breeding might cost you, check out OldKeith's Guide
     
    What is NOT the goal of this guide?
     
    1. To argue about whether or not the breeding system should be changed.
    2. To complain about losing pokemon in the process.
    3. To vent anger at the system.
    4. i.e. Anything not related to receiving/giving help with breeding
     
    Disclaimer: This is a TEXT HEAVY, Graphic Minimal guide. If you just want to know the basics of the new breeding, then read the numbered list below. If you want to know how to breed what you want, then delve into the sea of text in any of the following three sections.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    A Basic Breeding Video (Highly recommend watching, especially if you don't like to read):
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    So, here are the most important mechanics in the new breeding system:
     
    1. Both parent pokemon are traded away to the daycare couple and will NOT be given back to the player.
     
    2. Two parent pokemon will produce ONE egg (no more, no less).
     
    3. An egg will hatch over a period of time (no steps or flags anymore).
     
    4. One can give an everstone to a parent with a desireable nature to have a 100% chance of passing that nature down to the offspring (the everstone WILL be consumed along with the parents).
     
    5. Three IVs are passed down directly from the parents to the child. The other three IVs are then calculated by the averages of the parents, which are rounded down.
     
    6. One can use a brace, which can be bought from a NPC who resides in each daycare for 10k each, and these braces can be given to a parent to ensure that a specific IV of your choice is passed down to the child (this DOES count as one of the three directly inherited IVs for the child).
     
    7. If a pokemon has two potential abilities, then there is an 80% chance that the mother's ability is passed to the offspring.
     
    8. The player is capable of switching a pokemon's ability with a consumable item; thus ability breeding is not a concern at the moment (mechanics for abilities will change in the future as stated here).
     
    9. You can choose the gender of the egg for a fee, listed in the spoiler below, which scales with the species' gender ratio (the more unbalanced the ratio, the more expensive).
     
    10. Genderless pokemon of the same evolution line (i.e. a magnemite and a magneton) can breed together. Note that you still cannot breed two dittos together (but ditto still can breed with any other pokemon).
     
    11. Hidden Power breeding is mostly pointless, since you can get a 6x31 pokemon with any hidden power you want thanks to typed gems (look up mysterious gems).
     
    12. This is a useful guide for egg move breeding.
     
    13. You can shiny breed in this game. 2 regular parents give normal (1/30,000 + modifiers) odds of getting a shiny. You cannot breed a normal pokemon with a shiny pokemon. If you breed 2 shiny pokemon together, the offspring will be shiny. The IV's are passed in the following manner:
    2 IVs are randomly selected, but can be dictated by Breeding Braces 2 IVs are randomly selected, but they choose a stat (of which cannot already be selected by the previous bullet point), and then picks the higher IV between the two parents the remaining 2 IVs are averaged between the two parents. Bred shiny pokemon's OT is determined differently than regular breeding. If the offspring pokemon is of the same evolution line as your OT shiny, then the offspring will have your OT. So, for example, you have a male shiny Charmeleon, and you breed with a random OT shiny female Charizard. Even though the female parent isn't your OT, the offspring Charmander will have your OT.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    -credit to RacheLucario
     
     
     
    This section lists out step by step how to get a perfect 6x31 pokemon with the correct nature. Open the spoiler below
    (WARNING: prepare yourself for a wall of text and numbers)
     
     
     
     
     
     
     
     
     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
     
     
     
     
     
    This section is to give an example to a budget breeder's guide to breeding for a competitive pokemon. The goal is to get as close to a 31 speed and 5x25+ pokemon as possible with the least amount of money. This will use a lot less braces than the 6x31 section.
     
     
     
     

  3. Like
    Gilan got a reaction from zcoco in The Breeding Guide   
    *Not so new anymore kek
     
     
     
    What is the goal of this guide?
     
    1. To explain the basics of the new breeding system.
    2. To explain how to acheive a perfect 6x31, correct nature pokemon, and how much it will cost (on a monetary level).
    3. To also provide a more "economical" approach to the breeding system.
    4. If you wanna know how much breeding might cost you, check out OldKeith's Guide
     
    What is NOT the goal of this guide?
     
    1. To argue about whether or not the breeding system should be changed.
    2. To complain about losing pokemon in the process.
    3. To vent anger at the system.
    4. i.e. Anything not related to receiving/giving help with breeding
     
    Disclaimer: This is a TEXT HEAVY, Graphic Minimal guide. If you just want to know the basics of the new breeding, then read the numbered list below. If you want to know how to breed what you want, then delve into the sea of text in any of the following three sections.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    A Basic Breeding Video (Highly recommend watching, especially if you don't like to read):
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    So, here are the most important mechanics in the new breeding system:
     
    1. Both parent pokemon are traded away to the daycare couple and will NOT be given back to the player.
     
    2. Two parent pokemon will produce ONE egg (no more, no less).
     
    3. An egg will hatch over a period of time (no steps or flags anymore).
     
    4. One can give an everstone to a parent with a desireable nature to have a 100% chance of passing that nature down to the offspring (the everstone WILL be consumed along with the parents).
     
    5. Three IVs are passed down directly from the parents to the child. The other three IVs are then calculated by the averages of the parents, which are rounded down.
     
    6. One can use a brace, which can be bought from a NPC who resides in each daycare for 10k each, and these braces can be given to a parent to ensure that a specific IV of your choice is passed down to the child (this DOES count as one of the three directly inherited IVs for the child).
     
    7. If a pokemon has two potential abilities, then there is an 80% chance that the mother's ability is passed to the offspring.
     
    8. The player is capable of switching a pokemon's ability with a consumable item; thus ability breeding is not a concern at the moment (mechanics for abilities will change in the future as stated here).
     
    9. You can choose the gender of the egg for a fee, listed in the spoiler below, which scales with the species' gender ratio (the more unbalanced the ratio, the more expensive).
     
    10. Genderless pokemon of the same evolution line (i.e. a magnemite and a magneton) can breed together. Note that you still cannot breed two dittos together (but ditto still can breed with any other pokemon).
     
    11. Hidden Power breeding is mostly pointless, since you can get a 6x31 pokemon with any hidden power you want thanks to typed gems (look up mysterious gems).
     
    12. This is a useful guide for egg move breeding.
     
    13. You can shiny breed in this game. 2 regular parents give normal (1/30,000 + modifiers) odds of getting a shiny. You cannot breed a normal pokemon with a shiny pokemon. If you breed 2 shiny pokemon together, the offspring will be shiny. The IV's are passed in the following manner:
    2 IVs are randomly selected, but can be dictated by Breeding Braces 2 IVs are randomly selected, but they choose a stat (of which cannot already be selected by the previous bullet point), and then picks the higher IV between the two parents the remaining 2 IVs are averaged between the two parents. Bred shiny pokemon's OT is determined differently than regular breeding. If the offspring pokemon is of the same evolution line as your OT shiny, then the offspring will have your OT. So, for example, you have a male shiny Charmeleon, and you breed with a random OT shiny female Charizard. Even though the female parent isn't your OT, the offspring Charmander will have your OT.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    -credit to RacheLucario
     
     
     
    This section lists out step by step how to get a perfect 6x31 pokemon with the correct nature. Open the spoiler below
    (WARNING: prepare yourself for a wall of text and numbers)
     
     
     
     
     
     
     
     
     
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
     
     
     
     
     
    This section is to give an example to a budget breeder's guide to breeding for a competitive pokemon. The goal is to get as close to a 31 speed and 5x25+ pokemon as possible with the least amount of money. This will use a lot less braces than the 6x31 section.
     
     
     
     

  4. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  5. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  6. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  7. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  8. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  9. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  10. Heart
    Take care of yourself, Gilan. You did good.
  11. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  12. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  13. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  14. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision. If someone in this community has the drive and motivation to try and create something similar to mine, here is the general logic below:
    Determine the active theme of the client Using the same Java game engine of the PokeMMO client (notably you need your own instance of this, but is available to the public), generate all the Monster names' images Additionally, determine the following and similarly generate the images for each: Wild battle start text and font (I used "A wild XXX has appeared" text, which is notably different for single encounters vs double encounters vs hordes) Some "anchor" visual when the Monster's name is actually visible on screen (I used Lv.) Using some sort of image recognition look for the following (I used Python to accomplish this with the CV2 library): The battle start text, scan periodically but not too much to avoid eating up system resources Once battle start is indicated, scan for the Monster name availability indicator. Need to use logic to not count your own Monster. Scan for each Monster name and find the best match. Need to narrow the scan window to close to the "Monster name availability indicator", otherwise matching all Monster names will take way too long. With the match found, need to store the data in some sort of data structure that can be saved. Display information in some sort of UI Need to periodically check to see if the Theme has changed, if so rerun image generation  
    I had tried OCR libraries and packages, but the error rate was just really high, and attempting other languages was near impossible. Much easier to just pre-generate the possible images and try to find a best match (only a possible solution due to the limited number of possibilities. It is not a scalable solution).
    A further improvement would have been to take the top 10 best matched images and split each into 2 halves, and image search on each half to confirm the true best match (as mentioned I wasn't able to get 100% the same rendering engine as what the PokeMMO client uses, and doing a confirmation step would help).
     
    Best,
    Gilan
  15. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision.  
    Reply that lists out the logic of my counter:
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Hello everyone,
     
    I just got approval from the PokeMMO staff on Aug 30th for my app. (Latest update 12/4/2022)
    Please keep in mind this is a BETA release and only for Windows 64bit systems (32bit will come soon, and I want to get a MacOS version at some point). Expect bugs, crashes, it just plainly not working, etc.. I ask that you report these bugs back to me in the following format:
     
    Description of issue (what happened, what were you doing, etc.):
    Is the issue reproduceable (i.e. can you make it happen again)?
    Anything in the debug folder? if so please make a https://pastebin.com of the debug files
    Did the app spit out an error to you? (if so please screenshot it)
    What PokeMMO client theme were you using?
    What ui scaling is your client on?
     
    I may reach out to you to gather additional details depending on the issue.
     
    Here is the download link: https://www.mediafire.com/file/hr23yrqsr4tsz8s/GEC_Package.zip/file
    Google Drive alternative link: https://drive.google.com/file/d/14pVF59IYXpthMCuCnjdm-zcHp4KxTijs/view?usp=sharing
     
    v1.0.2 changelog
     
    IF YOU ARE UPDATING: the process is the same as the first install, except this time it will ask you if you want to replace the files, select "replace all". Do not worry, this will not overwrite your save data.
     
    Copy that zip file to your ./PokeMMO/data/mods folder and then perform an "Extract Here"
    Example path to .exe file: ./PokeMMO/data/mods/Gilans Encounter Counter/GEC/GEC.exe
    (if instead the folder in your mods folder is /GEC Package/ navigate into it and bring the Gilans Encounter Counter folder up one level)
    You can create a desktop shortcut for the .exe file if you wish. If you want the tool to boot up with PokeMMO, create a batch file
     
    CUSTOM THEMES YOU CAN DOWNLOAD:
     
    Here is a video with installation instructions and a walkthrough of the app:
     
    Hope you enjoy!
     
    Want to make your own custom theme for my app? Check out my quick run through of how to do it
     
    KNOWN BUGS (not yet fixed in downloadable version):
    - Fullscreen mode unsupported at this time. (unsure if I will be able to fix this, as the Fullscreen mode for PokeMMO is not capturable, even by regular screenshot methods; and it prevents any window from being on top of it) Best suggestion is to just play in borderless window mode while using the encounter app.
    - Safari Zone encounters don't always count properly. This is due to the "A wild X appeared!" text is not up on the screen for a long interval. Currently working on a fix for this
    - Doesn't count Zorua species (will count as the species it is currently illusion'd as)
    - German ROMs do not count single encounters. This is caused by a typo in the single wild battle start text.
     
    Fixed bugs and update in downloadable version:
    - jre path location that exists in a personal user folder path will not work. If you don't see a black window pop up on startup, this is most likely the culprit. (prevents counting) I have a fix for this and will be implementing it very soon!
    - Settings page is too tall and doesn’t scale with smaller screen sizes. You should be able to drag the settings page up and down which should trigger it snapping to the top or bottom. This will allow you to access the rest of the page. Will add a scroll feature in the future.
    - If you use custom strings, my tool will not currently work for you. I am working on a fix. awkways has posted a workaround for the timebeing.
    - Certain pokemon aren't being counted, while others are (and I'm not on 1.25x, 1.5x, or 1.75x ui scaling). This is likely due to my program being unnecessarily strict on image matching when the font rendering is slightly different (due to anti aliasing or something). I will relax the restrictions in the next update which should alleviate this issue. Also check if your antialiasing is set to "no antialiasing" (in Graphics) and High DPI Font is enabled (In Interface)
    - The black window is still not showing up. Likely due to the PokeMMO main.properties listing a mod name that does not exist. A workaround on the user side can be to delete this mod name from the main.properties file. An code-side fix will be included in the update I will be pushing later this week.
     
    -Gilan
  16. Like
    Now I have a paper to link to people when they ask what they should do in the safari.
  17. Like
    Gilan got a reaction from rezzocy in The Breeding Guide   
    A useful visual provided by TheNameRater for making a 5x31 natured:

     
     
    Also, shout out to MeLANcholy and Bearminator, who provided a very useful visual that helped many players out. Unfortunately, the image's link broke and it is no longer accessible.
  18. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision.  
    Reply that lists out the logic of my counter:
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Hello everyone,
     
    I just got approval from the PokeMMO staff on Aug 30th for my app. (Latest update 12/4/2022)
    Please keep in mind this is a BETA release and only for Windows 64bit systems (32bit will come soon, and I want to get a MacOS version at some point). Expect bugs, crashes, it just plainly not working, etc.. I ask that you report these bugs back to me in the following format:
     
    Description of issue (what happened, what were you doing, etc.):
    Is the issue reproduceable (i.e. can you make it happen again)?
    Anything in the debug folder? if so please make a https://pastebin.com of the debug files
    Did the app spit out an error to you? (if so please screenshot it)
    What PokeMMO client theme were you using?
    What ui scaling is your client on?
     
    I may reach out to you to gather additional details depending on the issue.
     
    Here is the download link: https://www.mediafire.com/file/hr23yrqsr4tsz8s/GEC_Package.zip/file
    Google Drive alternative link: https://drive.google.com/file/d/14pVF59IYXpthMCuCnjdm-zcHp4KxTijs/view?usp=sharing
     
    v1.0.2 changelog
     
    IF YOU ARE UPDATING: the process is the same as the first install, except this time it will ask you if you want to replace the files, select "replace all". Do not worry, this will not overwrite your save data.
     
    Copy that zip file to your ./PokeMMO/data/mods folder and then perform an "Extract Here"
    Example path to .exe file: ./PokeMMO/data/mods/Gilans Encounter Counter/GEC/GEC.exe
    (if instead the folder in your mods folder is /GEC Package/ navigate into it and bring the Gilans Encounter Counter folder up one level)
    You can create a desktop shortcut for the .exe file if you wish. If you want the tool to boot up with PokeMMO, create a batch file
     
    CUSTOM THEMES YOU CAN DOWNLOAD:
     
    Here is a video with installation instructions and a walkthrough of the app:
     
    Hope you enjoy!
     
    Want to make your own custom theme for my app? Check out my quick run through of how to do it
     
    KNOWN BUGS (not yet fixed in downloadable version):
    - Fullscreen mode unsupported at this time. (unsure if I will be able to fix this, as the Fullscreen mode for PokeMMO is not capturable, even by regular screenshot methods; and it prevents any window from being on top of it) Best suggestion is to just play in borderless window mode while using the encounter app.
    - Safari Zone encounters don't always count properly. This is due to the "A wild X appeared!" text is not up on the screen for a long interval. Currently working on a fix for this
    - Doesn't count Zorua species (will count as the species it is currently illusion'd as)
    - German ROMs do not count single encounters. This is caused by a typo in the single wild battle start text.
     
    Fixed bugs and update in downloadable version:
    - jre path location that exists in a personal user folder path will not work. If you don't see a black window pop up on startup, this is most likely the culprit. (prevents counting) I have a fix for this and will be implementing it very soon!
    - Settings page is too tall and doesn’t scale with smaller screen sizes. You should be able to drag the settings page up and down which should trigger it snapping to the top or bottom. This will allow you to access the rest of the page. Will add a scroll feature in the future.
    - If you use custom strings, my tool will not currently work for you. I am working on a fix. awkways has posted a workaround for the timebeing.
    - Certain pokemon aren't being counted, while others are (and I'm not on 1.25x, 1.5x, or 1.75x ui scaling). This is likely due to my program being unnecessarily strict on image matching when the font rendering is slightly different (due to anti aliasing or something). I will relax the restrictions in the next update which should alleviate this issue. Also check if your antialiasing is set to "no antialiasing" (in Graphics) and High DPI Font is enabled (In Interface)
    - The black window is still not showing up. Likely due to the PokeMMO main.properties listing a mod name that does not exist. A workaround on the user side can be to delete this mod name from the main.properties file. An code-side fix will be included in the update I will be pushing later this week.
     
    -Gilan
  19. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision.  
    Reply that lists out the logic of my counter:
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Hello everyone,
     
    I just got approval from the PokeMMO staff on Aug 30th for my app. (Latest update 12/4/2022)
    Please keep in mind this is a BETA release and only for Windows 64bit systems (32bit will come soon, and I want to get a MacOS version at some point). Expect bugs, crashes, it just plainly not working, etc.. I ask that you report these bugs back to me in the following format:
     
    Description of issue (what happened, what were you doing, etc.):
    Is the issue reproduceable (i.e. can you make it happen again)?
    Anything in the debug folder? if so please make a https://pastebin.com of the debug files
    Did the app spit out an error to you? (if so please screenshot it)
    What PokeMMO client theme were you using?
    What ui scaling is your client on?
     
    I may reach out to you to gather additional details depending on the issue.
     
    Here is the download link: https://www.mediafire.com/file/hr23yrqsr4tsz8s/GEC_Package.zip/file
    Google Drive alternative link: https://drive.google.com/file/d/14pVF59IYXpthMCuCnjdm-zcHp4KxTijs/view?usp=sharing
     
    v1.0.2 changelog
     
    IF YOU ARE UPDATING: the process is the same as the first install, except this time it will ask you if you want to replace the files, select "replace all". Do not worry, this will not overwrite your save data.
     
    Copy that zip file to your ./PokeMMO/data/mods folder and then perform an "Extract Here"
    Example path to .exe file: ./PokeMMO/data/mods/Gilans Encounter Counter/GEC/GEC.exe
    (if instead the folder in your mods folder is /GEC Package/ navigate into it and bring the Gilans Encounter Counter folder up one level)
    You can create a desktop shortcut for the .exe file if you wish. If you want the tool to boot up with PokeMMO, create a batch file
     
    CUSTOM THEMES YOU CAN DOWNLOAD:
     
    Here is a video with installation instructions and a walkthrough of the app:
     
    Hope you enjoy!
     
    Want to make your own custom theme for my app? Check out my quick run through of how to do it
     
    KNOWN BUGS (not yet fixed in downloadable version):
    - Fullscreen mode unsupported at this time. (unsure if I will be able to fix this, as the Fullscreen mode for PokeMMO is not capturable, even by regular screenshot methods; and it prevents any window from being on top of it) Best suggestion is to just play in borderless window mode while using the encounter app.
    - Safari Zone encounters don't always count properly. This is due to the "A wild X appeared!" text is not up on the screen for a long interval. Currently working on a fix for this
    - Doesn't count Zorua species (will count as the species it is currently illusion'd as)
    - German ROMs do not count single encounters. This is caused by a typo in the single wild battle start text.
     
    Fixed bugs and update in downloadable version:
    - jre path location that exists in a personal user folder path will not work. If you don't see a black window pop up on startup, this is most likely the culprit. (prevents counting) I have a fix for this and will be implementing it very soon!
    - Settings page is too tall and doesn’t scale with smaller screen sizes. You should be able to drag the settings page up and down which should trigger it snapping to the top or bottom. This will allow you to access the rest of the page. Will add a scroll feature in the future.
    - If you use custom strings, my tool will not currently work for you. I am working on a fix. awkways has posted a workaround for the timebeing.
    - Certain pokemon aren't being counted, while others are (and I'm not on 1.25x, 1.5x, or 1.75x ui scaling). This is likely due to my program being unnecessarily strict on image matching when the font rendering is slightly different (due to anti aliasing or something). I will relax the restrictions in the next update which should alleviate this issue. Also check if your antialiasing is set to "no antialiasing" (in Graphics) and High DPI Font is enabled (In Interface)
    - The black window is still not showing up. Likely due to the PokeMMO main.properties listing a mod name that does not exist. A workaround on the user side can be to delete this mod name from the main.properties file. An code-side fix will be included in the update I will be pushing later this week.
     
    -Gilan
  20. Like
    Gilan got a reaction from imHide in The breeding system is terrible | PokeMMO RANT   
    For an MMO, how the breeding system is implemented in PokeMMO is totally reasonable and is, for the most part, stable. Back when breeding was first implemented (the "CloneMMO" days) things went downhill fast, in the span of days and even hours. There were many things experimented with back then (like unlocking flags on the egg to get it to hatch, an RNG range for IV inheritance, etc.), but nothing really worked.
     
    For those who complain about the breeding system, I encourage you to take a minute to think about the consequences of a vanilla breeding system in an MMO setting, or fencing off breeding to be contained within the account. It is to the developers best interest that you spend time building up resources and creating good competitive pokemon, or unique teams, or dex completion. If you could zoom to the finish line, you wouldn't spend as much time in the game, and therefore would be less likely to donate money to the game.
     
    The devs put a lot of thought, trial and error, and effort into the current breeding system, and when you get past your nostalgia, you see that it really isn't bad.
  21. Like
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision.  
    Reply that lists out the logic of my counter:
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Hello everyone,
     
    I just got approval from the PokeMMO staff on Aug 30th for my app. (Latest update 12/4/2022)
    Please keep in mind this is a BETA release and only for Windows 64bit systems (32bit will come soon, and I want to get a MacOS version at some point). Expect bugs, crashes, it just plainly not working, etc.. I ask that you report these bugs back to me in the following format:
     
    Description of issue (what happened, what were you doing, etc.):
    Is the issue reproduceable (i.e. can you make it happen again)?
    Anything in the debug folder? if so please make a https://pastebin.com of the debug files
    Did the app spit out an error to you? (if so please screenshot it)
    What PokeMMO client theme were you using?
    What ui scaling is your client on?
     
    I may reach out to you to gather additional details depending on the issue.
     
    Here is the download link: https://www.mediafire.com/file/hr23yrqsr4tsz8s/GEC_Package.zip/file
    Google Drive alternative link: https://drive.google.com/file/d/14pVF59IYXpthMCuCnjdm-zcHp4KxTijs/view?usp=sharing
     
    v1.0.2 changelog
     
    IF YOU ARE UPDATING: the process is the same as the first install, except this time it will ask you if you want to replace the files, select "replace all". Do not worry, this will not overwrite your save data.
     
    Copy that zip file to your ./PokeMMO/data/mods folder and then perform an "Extract Here"
    Example path to .exe file: ./PokeMMO/data/mods/Gilans Encounter Counter/GEC/GEC.exe
    (if instead the folder in your mods folder is /GEC Package/ navigate into it and bring the Gilans Encounter Counter folder up one level)
    You can create a desktop shortcut for the .exe file if you wish. If you want the tool to boot up with PokeMMO, create a batch file
     
    CUSTOM THEMES YOU CAN DOWNLOAD:
     
    Here is a video with installation instructions and a walkthrough of the app:
     
    Hope you enjoy!
     
    Want to make your own custom theme for my app? Check out my quick run through of how to do it
     
    KNOWN BUGS (not yet fixed in downloadable version):
    - Fullscreen mode unsupported at this time. (unsure if I will be able to fix this, as the Fullscreen mode for PokeMMO is not capturable, even by regular screenshot methods; and it prevents any window from being on top of it) Best suggestion is to just play in borderless window mode while using the encounter app.
    - Safari Zone encounters don't always count properly. This is due to the "A wild X appeared!" text is not up on the screen for a long interval. Currently working on a fix for this
    - Doesn't count Zorua species (will count as the species it is currently illusion'd as)
    - German ROMs do not count single encounters. This is caused by a typo in the single wild battle start text.
     
    Fixed bugs and update in downloadable version:
    - jre path location that exists in a personal user folder path will not work. If you don't see a black window pop up on startup, this is most likely the culprit. (prevents counting) I have a fix for this and will be implementing it very soon!
    - Settings page is too tall and doesn’t scale with smaller screen sizes. You should be able to drag the settings page up and down which should trigger it snapping to the top or bottom. This will allow you to access the rest of the page. Will add a scroll feature in the future.
    - If you use custom strings, my tool will not currently work for you. I am working on a fix. awkways has posted a workaround for the timebeing.
    - Certain pokemon aren't being counted, while others are (and I'm not on 1.25x, 1.5x, or 1.75x ui scaling). This is likely due to my program being unnecessarily strict on image matching when the font rendering is slightly different (due to anti aliasing or something). I will relax the restrictions in the next update which should alleviate this issue. Also check if your antialiasing is set to "no antialiasing" (in Graphics) and High DPI Font is enabled (In Interface)
    - The black window is still not showing up. Likely due to the PokeMMO main.properties listing a mod name that does not exist. A workaround on the user side can be to delete this mod name from the main.properties file. An code-side fix will be included in the update I will be pushing later this week.
     
    -Gilan
  22. Thanks
    Hi everyone,
     
    As I've been pinged several times on other channels, I wanted to write a note here:
    No, I will not be updating the counter. It was a fun personal project for me back in the day, and am really glad that a lot of people got some good use out of it. However, I am at a new stage in my life and do not have time to put into this game or work on this project. No, I will not purposefully share the source code with someone else. I will not go into details as to why, but I do have my reasons. I know many will be mad at me over this decision, but I do not owe anyone an explanation as to why this is my decision.  
    Reply that lists out the logic of my counter:
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Hello everyone,
     
    I just got approval from the PokeMMO staff on Aug 30th for my app. (Latest update 12/4/2022)
    Please keep in mind this is a BETA release and only for Windows 64bit systems (32bit will come soon, and I want to get a MacOS version at some point). Expect bugs, crashes, it just plainly not working, etc.. I ask that you report these bugs back to me in the following format:
     
    Description of issue (what happened, what were you doing, etc.):
    Is the issue reproduceable (i.e. can you make it happen again)?
    Anything in the debug folder? if so please make a https://pastebin.com of the debug files
    Did the app spit out an error to you? (if so please screenshot it)
    What PokeMMO client theme were you using?
    What ui scaling is your client on?
     
    I may reach out to you to gather additional details depending on the issue.
     
    Here is the download link: https://www.mediafire.com/file/hr23yrqsr4tsz8s/GEC_Package.zip/file
    Google Drive alternative link: https://drive.google.com/file/d/14pVF59IYXpthMCuCnjdm-zcHp4KxTijs/view?usp=sharing
     
    v1.0.2 changelog
     
    IF YOU ARE UPDATING: the process is the same as the first install, except this time it will ask you if you want to replace the files, select "replace all". Do not worry, this will not overwrite your save data.
     
    Copy that zip file to your ./PokeMMO/data/mods folder and then perform an "Extract Here"
    Example path to .exe file: ./PokeMMO/data/mods/Gilans Encounter Counter/GEC/GEC.exe
    (if instead the folder in your mods folder is /GEC Package/ navigate into it and bring the Gilans Encounter Counter folder up one level)
    You can create a desktop shortcut for the .exe file if you wish. If you want the tool to boot up with PokeMMO, create a batch file
     
    CUSTOM THEMES YOU CAN DOWNLOAD:
     
    Here is a video with installation instructions and a walkthrough of the app:
     
    Hope you enjoy!
     
    Want to make your own custom theme for my app? Check out my quick run through of how to do it
     
    KNOWN BUGS (not yet fixed in downloadable version):
    - Fullscreen mode unsupported at this time. (unsure if I will be able to fix this, as the Fullscreen mode for PokeMMO is not capturable, even by regular screenshot methods; and it prevents any window from being on top of it) Best suggestion is to just play in borderless window mode while using the encounter app.
    - Safari Zone encounters don't always count properly. This is due to the "A wild X appeared!" text is not up on the screen for a long interval. Currently working on a fix for this
    - Doesn't count Zorua species (will count as the species it is currently illusion'd as)
    - German ROMs do not count single encounters. This is caused by a typo in the single wild battle start text.
     
    Fixed bugs and update in downloadable version:
    - jre path location that exists in a personal user folder path will not work. If you don't see a black window pop up on startup, this is most likely the culprit. (prevents counting) I have a fix for this and will be implementing it very soon!
    - Settings page is too tall and doesn’t scale with smaller screen sizes. You should be able to drag the settings page up and down which should trigger it snapping to the top or bottom. This will allow you to access the rest of the page. Will add a scroll feature in the future.
    - If you use custom strings, my tool will not currently work for you. I am working on a fix. awkways has posted a workaround for the timebeing.
    - Certain pokemon aren't being counted, while others are (and I'm not on 1.25x, 1.5x, or 1.75x ui scaling). This is likely due to my program being unnecessarily strict on image matching when the font rendering is slightly different (due to anti aliasing or something). I will relax the restrictions in the next update which should alleviate this issue. Also check if your antialiasing is set to "no antialiasing" (in Graphics) and High DPI Font is enabled (In Interface)
    - The black window is still not showing up. Likely due to the PokeMMO main.properties listing a mod name that does not exist. A workaround on the user side can be to delete this mod name from the main.properties file. An code-side fix will be included in the update I will be pushing later this week.
     
    -Gilan
  23. Like
    Gilan got a reaction from Cristi in The breeding system is terrible | PokeMMO RANT   
    For an MMO, how the breeding system is implemented in PokeMMO is totally reasonable and is, for the most part, stable. Back when breeding was first implemented (the "CloneMMO" days) things went downhill fast, in the span of days and even hours. There were many things experimented with back then (like unlocking flags on the egg to get it to hatch, an RNG range for IV inheritance, etc.), but nothing really worked.
     
    For those who complain about the breeding system, I encourage you to take a minute to think about the consequences of a vanilla breeding system in an MMO setting, or fencing off breeding to be contained within the account. It is to the developers best interest that you spend time building up resources and creating good competitive pokemon, or unique teams, or dex completion. If you could zoom to the finish line, you wouldn't spend as much time in the game, and therefore would be less likely to donate money to the game.
     
    The devs put a lot of thought, trial and error, and effort into the current breeding system, and when you get past your nostalgia, you see that it really isn't bad.
  24. Like
    Gilan got a reaction from Johnwaynee in The breeding system is terrible | PokeMMO RANT   
    For an MMO, how the breeding system is implemented in PokeMMO is totally reasonable and is, for the most part, stable. Back when breeding was first implemented (the "CloneMMO" days) things went downhill fast, in the span of days and even hours. There were many things experimented with back then (like unlocking flags on the egg to get it to hatch, an RNG range for IV inheritance, etc.), but nothing really worked.
     
    For those who complain about the breeding system, I encourage you to take a minute to think about the consequences of a vanilla breeding system in an MMO setting, or fencing off breeding to be contained within the account. It is to the developers best interest that you spend time building up resources and creating good competitive pokemon, or unique teams, or dex completion. If you could zoom to the finish line, you wouldn't spend as much time in the game, and therefore would be less likely to donate money to the game.
     
    The devs put a lot of thought, trial and error, and effort into the current breeding system, and when you get past your nostalgia, you see that it really isn't bad.
  25. Like
    Gilan got a reaction from Ofelion in The breeding system is terrible | PokeMMO RANT   
    For an MMO, how the breeding system is implemented in PokeMMO is totally reasonable and is, for the most part, stable. Back when breeding was first implemented (the "CloneMMO" days) things went downhill fast, in the span of days and even hours. There were many things experimented with back then (like unlocking flags on the egg to get it to hatch, an RNG range for IV inheritance, etc.), but nothing really worked.
     
    For those who complain about the breeding system, I encourage you to take a minute to think about the consequences of a vanilla breeding system in an MMO setting, or fencing off breeding to be contained within the account. It is to the developers best interest that you spend time building up resources and creating good competitive pokemon, or unique teams, or dex completion. If you could zoom to the finish line, you wouldn't spend as much time in the game, and therefore would be less likely to donate money to the game.
     
    The devs put a lot of thought, trial and error, and effort into the current breeding system, and when you get past your nostalgia, you see that it really isn't bad.

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