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Eggplant

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  1. Like
    Eggplant reacted to GunkQing in Replace doubles with VGC   
    Hello, today I've come as a new player that is very interested in competitive pokemon with a proposal!
    Replacing the Doubles format as it is now with VGC! But why you might ask? Well let me tell you
     
    No need for tiers!
    As you all know, smogon formats heavily rely on tiers to keep balance. Since PokeMMO only knows 1 doubles format  we cannot keep the balance in the same way. VGC on the other hands, knows no official tiers, everything is allowed basically. It would free up some of the work needed to keep the pvp scene going, since there would be no need for anymore bans or things like that.  More creativity!
    One of the differences between VGC and smogon doubles is that vgc has a bring 4 out of 6 rule while doubles is a bring all 6 game. The result of the bring all 6 game is that it invalidates some of the fun strategies players can come up with for a doubles format. Perish trap for example becomes unviable because it takes way too much effort just to ko 2 of your opponents pokemon. Its a very advanced strategy in VGC that requires quite some skill to pull off but is basically invalidated in smogon doubles. The games also take longer, making it harder for a lot of fun strategies to show off their full potential No bans
    Since there is no bans on strategies. It will allow people to make full use of their pokemons movesets and abilities. Now there is no place for players to do this and a VGC ladder would give the players that desire this that spot. Whether they wanna spam double team or try put the entire enemy team to sleep (and probably lose trying), they can finally do so :)  
    Now of course the removal of the existing doubles ladder is not actually necessary. But since it is a smogon game mode, running it without the proper tiering, seems to me like not really doing it fully justice. 

    Thank you for reading my post  and I hope the devs will consider adding VGC into the game. I've already seen posts about VGC tours in the unofficial events threads so I know there is a part of the community that would definitely enjoy having it in the game.  
     
  2. Flex
    Eggplant got a reaction from Crazyam in [Tutorial] How to make Music Mod - Johto WIP   
    Part 1: File Structure
    Image tutorial courtesy of @DemonicDax
     
     
    Part 2: Track IDs
    Updated list compiled by @budadeth and @cyanfire 
     
    All you gotta do is name the music file after the track ID that it's supposed to replace. (example: vermillion city is 313, so if you want to have All Star by smash Mouth play in verm, you have to name it 313.mp3)
    And then drop it in the folder of its corresponding region.
     
    If an ID is missing from this list, it is also possible to type the command /bgm while in the game, to get the ID of the track currently playing.
    If you do this, please post in this thread so the missing ID can be documented.
     
    Login Screen (goes in the "2" folder with unova music)
     
    0 - Kanto IDs:
    1 - Hoenn IDs:
    3 - Sinnoh IDs:
    2 - Unova IDs:
    4 - Johto IDs:
     
    Part 3: Loops
     
    If you paste in a track, it will just play from beginning to end and then start over.
    If you want to say, play the intro of the battle theme, and then loop from after the intro onwards, you'll need these meta messages.
    However, they currently only work with MIDI files.
    There's already a very detailed guide on how to accomplish this, so I will just share it here.
    https://forums.rpgmakerweb.com/index.php?threads/make-looping-bgm-part-1-ogg-vorbis.10987/
  3. Like
    Eggplant got a reaction from zinstar in [Tutorial] How to make Music Mod - Johto WIP   
    Part 1: File Structure
    Image tutorial courtesy of @DemonicDax
     
     
    Part 2: Track IDs
    Updated list compiled by @budadeth and @cyanfire 
     
    All you gotta do is name the music file after the track ID that it's supposed to replace. (example: vermillion city is 313, so if you want to have All Star by smash Mouth play in verm, you have to name it 313.mp3)
    And then drop it in the folder of its corresponding region.
     
    If an ID is missing from this list, it is also possible to type the command /bgm while in the game, to get the ID of the track currently playing.
    If you do this, please post in this thread so the missing ID can be documented.
     
    Login Screen (goes in the "2" folder with unova music)
     
    0 - Kanto IDs:
    1 - Hoenn IDs:
    3 - Sinnoh IDs:
    2 - Unova IDs:
    4 - Johto IDs:
     
    Part 3: Loops
     
    If you paste in a track, it will just play from beginning to end and then start over.
    If you want to say, play the intro of the battle theme, and then loop from after the intro onwards, you'll need these meta messages.
    However, they currently only work with MIDI files.
    There's already a very detailed guide on how to accomplish this, so I will just share it here.
    https://forums.rpgmakerweb.com/index.php?threads/make-looping-bgm-part-1-ogg-vorbis.10987/
  4. Laughing
    Eggplant reacted to Obvi in Should it be easier to get into Mt. Silver?   
    Hi its me....the guard 😀
  5. Like
    Eggplant reacted to OnewithNature in Secret Shinies New Sprites   
    I absolutely love the idea of secret shinies, but it feels less special when they look exactly like normal shinies. This is not a big issue but I reckon alt shinies will be more rewarding. You could host an art tournament and let the players vote for each secret shiny, that way you guys do not have to design them which would give you less work to do. 
  6. Like
    Eggplant got a reaction from Xreactive in New Player - Why Nerf Shedinja THIS hard?   
    i wasn't aware of this nerf. i just looked at all relevant patch notes.
    so i'm gonna try to see this from a relatively unbiased angle.
     
    1 - seems to only affect PvE.
    2 - and, well since it still works twice, it only affects battles that actually last longer than taking 3 hits.
     
    not to mention you can give it focus sash to get one extra life.
    if you're able to cheese entire battles that last more than 4 turns, just by virtue of having wonder guard, then yeah i suppose it deserves the nerf.
  7. Like
    Eggplant got a reaction from Gruul in New Player - Why Nerf Shedinja THIS hard?   
    i wasn't aware of this nerf. i just looked at all relevant patch notes.
    so i'm gonna try to see this from a relatively unbiased angle.
     
    1 - seems to only affect PvE.
    2 - and, well since it still works twice, it only affects battles that actually last longer than taking 3 hits.
     
    not to mention you can give it focus sash to get one extra life.
    if you're able to cheese entire battles that last more than 4 turns, just by virtue of having wonder guard, then yeah i suppose it deserves the nerf.
  8. Heart
    Eggplant reacted to gbwead in Shiny Arcanine OT Gbwead   
    I remember that Arcanine. It has bad ivs, don't buy it guys.
  9. Flex
    Eggplant reacted to DoctorPBC in Shiny Arcanine OT Gbwead   
    Post offers below, starting at 500k on this shiny french baguette
  10. Like
    Eggplant reacted to JorgeFirebolt in PokeMMO API Megathread   
    If theres a public API Id be encouraged on modding in this game ngl
  11. Like
    Eggplant reacted to ColesNightfill in PokeMMO API Megathread   
    I approach this topic prudently because there's obvious benefits to a third party developer's interests in getting an API, and the end product can be useful to players as well. However, there's a reason why API hasn't been provided to the public after all these years, and only the devs have the answer to that. I trust that they've given careful thought to why they haven't yet. It could just be that it hasn't been of any significant interest or priority to them, as there's always been something else to work on. In which case I hope this thread can spark interest in them considering this suggestion. I hope PokeMMOHub shows the potential of an API being used for good. But I can also understand the skepticism of releasing a detailed public API, as it can pose risk to the health of PokeMMO due to bots and malicious programs being able to utilise this information in real time. You have listed very good suggestions and examples of what API can be added, and I am interested on what the devs think of these, if they want to chime in.
  12. Like
    Eggplant reacted to sherteminys in PokeMMO API Megathread   
    As a programmer I'd love to use PokeMMO API to generate my own statistics & projects related to the game! Upvoted.
  13. Heart
    Eggplant got a reaction from Greck in PokeMMO API Megathread   
    HUGE wishlist item right here!
     
    I know we have a ton of talented and motivated developers out there.
    For example the guys at PokemmoHub or Archetype.
    And they could do way more with an API! Some great ideas for tools get scrapped due to game data being too difficult to access.
    Like, either you scrap, or you make a janky screen reader.
     
    I had basically finished developing a breeding calculator, but scrapped publicizing it due to the sheer amount of manual data entry the user has to do.
    The concept is, the calculator just takes everything that's in all your boxes, and it calculates the cheapest way to make whatever breed you wanna make.
    Which means in my current build, the user spends like an hour re-creating his boxes in the ui...
     
    So personally for me, box data would be highly important.
     
    If I may add, a GET endpoint for moddable resources would be nice too. (like all the music ids, or tilemaps, or whatever).
     
    And finally, +1 to berry timers and gtl stuff. seems like a lot of potential.
  14. Thanks
    Eggplant reacted to Greck in PokeMMO API Megathread   
    Good morning team!
     
    I'm aware that one of the rules of suggestion box forums is:
    However, as the API topic is a very "need of context" and niche subject, I prefer to backle this up in an unique thread, and describe all possible usage cases of an hypotetical API, so I, and other 3rd party developers that may be interested in using the API, can defend the cause and push this to existence somehow.
     
    Now let's begin with the issue itself, as the API topic is something that occasionally appear in the suggestion box, however the last time commented (around 2017) have been discarted as developer team did not have time nor interest in tackle this kind of features, however, today I'm in front of you, with (actually I hope this don't turn into an essay) a list of features, technical review and possible tool development that may use the data shared within the game.
     
    At beggining I wanted to structure this topic as: First part for feature only description (so all players could bring some input into each of the ideas), however as many of the points I'd have to "repeat" for the sake of context, so I think the best idea is to just mix all things up in one self explained feature + a technical comment on how it could be implemented.
     
    Possible API usages list
     
    1. Pokemon summary data embedding (forums, discord) via shortcodes.
    This is something that's around my head since I've started playing the game, and the utility for this could be limitless, mostly for trade corner and shiny showcase but a lot of people could even use this in guides for competitive teams.
    This idea has 2 parts, the creation of a new feature in the client, that enables a new icon in the Pokemon Summary Screen (next to the last tab for example)
    [Here will appear an epic screenshoot of the idea soon]
     
    Once the player clicks that icon, on his clipboard automatically will be copied a shortcode, for example a format like [pokemon:a8b7c6d5e4], being the string of a8b7c6d5e4 an unique ID of the pokemon. This ID will be needed for a call to our API, and for the forums example, the idea is to show a card like this one:
    [Here will appear an epic mockup of the pokemon card integrated in forums]
     
    With all the basic information, and once you click in the card a popup just like the ingame summary will apear, to be checked by any player.
     

    This as a popup in the forums, thanks to the info delivered by the API.
     
    The integration on the forums could be either a JS function checking for any shortcode on the page loaded, with AJAX call data retrieve, and finally replacing the DOM with the HTML structure for both card and popups (but this approach could be an performance issue while a lot of shortcodes can be placed in the same page), the second option is a direct template edit of the IPB post structure, so all the cooking can be done serverside, and even with a good planing an S2S implementation for direct data access.
     
    Let's say the endpoints looks like the following:
    /api/pokemon/a8b7c6d5e4
    Meaning we want to retrieve the information of a pokemon (instead of pokemon we could use /item, /pokedex, /move, but more on this later). The data returned by the API (this is a sketch of a structure) could be the following:
    Returning all kind of info related to that one pokemon.
     
    This can be used for trade corner, shiny showcase threads, even link your favourite pokemons on your signature. Or get the data out of the forums, a discord bot that once in any channel you type /pokemon:a8b7c6d5e4 the data could be displayed in the chat. Obviously the data also can be explored by any developer for external usage (competitive team builder for type coverage calculators?).
     
    2. Berry growing status / notifications.
    As the berry growth is a time related event, and many people use external (but manual) tools to check on when the berry finished it's cycle, we could use another function to bring data related to the berries. For example an endpoint that requested with the username, could return a list of detailed information about all berries ready to be picked up, the berries that still are growing, the slots that you have left for more berries etc.
    I mention the username, as for example a call to /api/berries/username could return a JSON structure with all the information desribed, I know using only the username with no prior authentication may result in some personal information issues, but in the other hand, what harm it can do the knowledge that your friend can has the berries ready to collect.
     
    This can be used in services as smart notifications, that check every X minutes if you berries are ready, and send you (for example in-browser) notification about what berry can be collected already.
     
    3. Pokédex external implementation [Guide Tavern / Competitive Alley]
    So, as many knows the pokemon / pokedex has many changes compared to the original series, to fit better with MMO experience, and also mixing mechanics from different generations, for example pokemons that learn different moves. This leads to frequent questions in forums or chats, that could be attached in guides, however the changes frequently occur and guides are not updates with the new data. The implementation of an /api/pokedex/squirte function could return all information related to that pokemon, the lvl it evolves, the routes it can be found, what moves it learn via level up, breeding, TMs, tutors. anything that appear ingame and more, and just like the first example we could enable a shortcode structure like [pokedex:squirtle] so it can be linked to the guides directly (with no further update as the data it's coming from the game itself).
     
    4. Data related to events, tournaments, updates, announcements.
    All kind of data related to events or tournaments, for custom calendar implementation / stats on players winning the tournaments, even information of each player about PvP stats.
     
    5. Teams and clubs integration.
    Another data that could be integrated via API endpoint, is the information about ingame teams, so you could have a link between user profile, and his actual in-game team name.
     
    6. Encounter tracking
    This kind of tools gained major popularity, to count on how many times a pokemon was encountered, so you can check on shiny hunting statistics or other interesting values.
    The in-game engine could return for every encounter a basic information on pokemon type, if it was shiny, how many steps was made between encounters etc.
     
    7. More implementations coming later.
    You may notice I've not even mentioned the GTL yet, as this topic will bring another wall of text itself, however it's somethign that I'll add in near future for sure.
     
    For now, I'd want to know a general opinion on this from staff + devs, but also the 3rd party developers opinion that will use this API solution, their own input into this suggestion, or anything that it can be improved / other data that could be useful (as I was out of the game for several years for sure I've missed some important changes that also could be explored).
    Who knows, maybe if we find this with enough interest from 3rd party developers, and now the PokeMMO team is a bit less occupied with features implementation, we could find this as something happening eventually, It is a long shot, but you never know.
    Cheers!
  15. Like
    Eggplant got a reaction from Kamome in [Tutorial] How to make Music Mod - Johto WIP   
    Guess I'll start working on this again.
    I'll update the guide with Johto IDs as I progress through the game.
  16. Flex
    Eggplant got a reaction from budadeth in [Tutorial] How to make Music Mod - Johto WIP   
    Guess I'll start working on this again.
    I'll update the guide with Johto IDs as I progress through the game.
  17. Like
    Eggplant reacted to Kamome in [Tutorial] How to make Music Mod - Johto WIP   
    indeed, they are in "sounds/4/"

    i dont know if you can get the id from a list somewhere, but here are some of them i obtained:

    1116: Wild johto battle (normal)
    1028: route 29
    1018: new bark town
    1066: Prof. Elm Lab
    1089: Post battle silver talk
    1117: trainer battle
    1088: pre battle silver talk
    1067: prof. oak
    1028: route 29
    1029: route 30, 31, 32, 33
    1064: pokemart
    1063: pokecenter
    1019: cherrygrove city
     
    all id obtained using /bgm command in chat
     
    if you find more please let me know :)
  18. Thanks
    Eggplant reacted to Kyu in PokeMMO HeartGold/SoulSilver (12/08/2023)   
    This server maintenance has delisted all RP vouchers from the GTL to prevent sellers' items from being bought at undervalued prices.
     
    The changelog has been updated with an additional note for the EXP Reamplifier's changed mechanics.
  19. Thanks
    Eggplant reacted to Kyu in PokeMMO HeartGold/SoulSilver (12/08/2023)   
    Special thanks to @Robombol for promotional artwork                    
     
     
    中国用户,请访问此链接
     
    HeartGold/SoulSilver
     
    The Johto region is now available, featuring a new storyline with several bosses to challenge This region requires a HeartGold/SoulSilver ROM to function. Players who have already installed these ROM files for visual changes don't need to do anything. For Johto, disobedience works separately from your badge count. While badges will increase your disobedience level along your journey, other key storyline events can too. You'll receive a notification when your disobedience level changes and you can always check it in your Trainer Card. To start this region's adventure, create a new character or visit the Ferry Captain in your current region  
    Apricorns can be found in this region. These can be used to create several new classes of balls: Moon Balls may be crafted for $1,000 + a Yellow Apricorn. These offer 4.0x catch rate for species trees which can be evolved with a Moon Stone. Fast Balls may be crafted for $1,000 + a White Apricorn. These offer 4.0x catch rate for species with 100 base Speed or higher. Heavy Balls may be crafted for $1,000 + a Black Apricorn. These offer a catch rate with the following formula: 1.0x for species with < 100kg weight 2.0x for species with < 200kg weight 3.0x for species with < 300kg weight 4.0x for species with >= 300kg weight Friend Balls may be crafted for $1,000 + a Green Apricorn. These offer a catch rate of 2.5x for species trees which have a Happiness evolution in them. They also greatly increase happiness (to 78%) upon capture. Lure Balls may be crafted for $1,200 + a Blue Apricorn. They offer a 4.0x catch rate for encounters which occur with a Fishing Rod (including Phenomena and special Feebas encounters). Love Balls may be crafted for $1,350 + a Pink Apricorn. They offer an 8.0x catch rate for encounters which are of the same species tree, but of the opposite gender. These don't work against genderless species. Level Balls may be crafted for $1,350 + a Red Apricorn. These offer a 4.0x catch rate for targets which are the same level as your active party member's.  
    Voltorb Flip is a minigame which can be found in the Goldenrod Game Corner Players who win Level 8 of this minigame will receive an  exclusive reward Special encounters can occur when using Headbutt on trees in Johto. Once disturbed, these trees will need to be left alone for a while before a new encounter can occur. Mt. Silver is an optional end-game area which can be visited after defeating every region's Elite 4 and completing the National OT Dex. Exclusive rewards await inside. The National OT Dex requirement only applies to species which are normally visible. It does not include special monsters which are time-limited, such as Shaymin, nor overworld legendary events.  Special surprises await!  
     
    General
    The stack size for items has been increased from 99 to 9,999 This change also allows purchasing up to 999 of an item while interacting with a Mart and crafting up to 999 of some items (e.g. Mysterious Gems) at a time Players can now choose specific slots (automatically changing depending on your party members) or specific monsters to follow them Dream Balls are now available in some Marts. These offer a 4.0x catch rate for targets which have been sleeping for at least 2 turns. Daily events in Unova and Sinnoh now work properly The GTL UI has received a refresh, improving mobile navigation, adding controller support, and showing more relevant information when browsing monsters New Alpha Swarms have been spotted in the wild for all regions "Trade with Item" evolutions can now use their items the same way as evolution stones  
    Other Changes
    Common event and PvP items (including vanities) can now be tossed from your inventory Matchmaking reward monsters now allow the selection of all moves, instead of Egg Moves, like Tournament Rewards Matchmaking's Statistics page is now separate from the Matchmaking Signup page This change also allows players to easily compare different tiers' info pages The default time limit for advanced duels is now 60 minutes When using an item in-battle, duplicate entries are now consolidated to one selection Metal Sound for Voltorb now uses the Special-type learn group Charm effect countdowns now show during the mobile battle screen  
    Gift Shop
    Whirlpool and  Headbutt Ocarinas are now available Cherish Balls are now available  Shiny Charms are now permanently available Players with  Donator Status now enjoy an extra +5% money upon winning battles against trainers. This modifier stacks with others like the Riches Charm The  EXP Reamplifier's EXP distribution mechanism has changed When activated, this item splits 25% of total EXP gained amongst the active participants, with the rest being split among the whole party. Each party member also gains an additional +5% of the total EXP.  Premium Lures' chances to modify encounters have been increased: Encounter rate modification is now +25%, from +20% Lure-exclusive encounters are now +10%, from +8% The chance to increase the size of encounters into Double Battles or Hordes has been increased to +25%, from +20%  
    The Aurora Beast Mane, Thunder Beast Daopao, and Volcano Beast Wings are now available for a limited time.
     
     
    Balancing
     
    Sharpness' damage modifier for slicing moves has been reduced from 1.5x to 1.3x Gallade has been re-enabled for Over Used tiers Repeat Ball's functionality has changed Repeat Balls now start at 1.0x catch rate. For each successive capture of the same species, even if not using a Repeat Ball, the catch rate increases by 0.1x, up to a maximum of 2.5x. This catch rate resets to 1.0x if you capture a different species. Its price has been reduced to $1,250 Heal Ball's price has been reduced to $300 Nest Ball's price has been reduced to $1,000 Luxury Ball's functionality has changed Luxury Balls now offer a catch rate of 2.0x for species trees which have a Happiness evolution in them. They still passively increase the happiness gained from normal actions Dive Ball's catch rate has been increased to 3.5x. Its price has been reduced to $1,200 Net Ball's catch rate has been increased to 3.5x. Its price has been reduced to $1,350 Players are now limited to using 4 items from their bag in most PvE Trainer Battles Alpha Swarms now fight back harder with special mechanics for some scenarios  
    Bug Fixes (Game Server)
     
    Fixed Imposter's targeting during multi-battles Fixed Copycat copying self-inflicted confusion damage Fixed an issue where U-Turn / Volt Switch would not grant EXP upon fainting a wild opponent if the battle ended immediately Fixed an issue where items could be destroyed during wild encounters in rare circumstances Items are now returned to their original party members after the battle ends Fixed an issue where, if an opponent switches in and you Explode them, you wouldn't gain EXP in some cases Fixed redundant broadcasting of weather suppression effects (Cloud Nine, etc.) in multi-battles / hordes Fixed an issue where Encore wouldn't interrupt Focus Punch Ghost-type Curse can now be redirected by Follow Me / Rage Powder Fixed an issue where Present would play the wrong animation during damaging attacks Fixed an issue where Knock Off could remove items before they activated Fixed an issue where Psych Up would not display stat stages correctly in a monster's tooltips after casting Fixed an issue where Clear Body/etc. would broadcast their presence if a move used against them were <100% effect accuracy (e.g. Clear Body vs Shadow Ball) Fixed an issue where Life Orb's recoil would still activate if Sap Sipper absorbed the attack Fixed an issue where White Herb would not be consumed upon Intimidate Fixed an issue where some berries, e.g. Occa Berry, would not be suppressed correctly by the Unnerve ability Wonder Skin will now broadcast its ability indicator if it's responsible for a missed move Fixed an issue where, if a player fought against another player who was currently holding an overworld legendary, but they already fought another player with that overworld legendary in a previous spawn, they would receive reduced rewards for winning Players who have overworld legendaries will now automatically drop them if entering into an instanced map (e.g. the Elite Four of each region, or Hearthome Gym) Fixed an issue where, when encountering wild Alpha Swarms, held items which were consumed (such as Focus Sash) would not actually be consumed if the alpha was not captured This also fixes an issue where, if you stole a held item from a wild alpha and ran away, it would respawn with a new held item Fixed an issue where players could not sign up for matchmaking while inside of their Secret Base Zen Mode no longer applies itself upon battle start / battle slot activation (for Rotation Battles) Fixed an issue where, when using a non-STAB multi-target move against a boss, the damage cap would be lower than intended Fixed an issue where EXP candies would only consider the region the character logged into when evaluating EXP limits Fixed an issue where, if an Alpha Swarm started at end of an in-game day, its consumption would roll over to the next day's Fixed an issue where, when disconnecting during starter selection of Sinnoh, a default selection would occur instead of cancellation The Gift Porygon in Sinnoh has been re-enabled  
    Bug Fixes (Client)
     
    Fixed an issue where players could still move in the world if the hatching animation were playing Fixed an issue where some sfx (e.g. Fireworks, vanity triggerables) would play even if the window were unfocused and the "Mute audio while window is unfocused" setting were toggled on Fixed an issue where, if a monster activated Pickpocket while their move's priority was boosted with a Quick Claw, their held item would be shown as "???????" during the message's playback Fixed an issue where sprites in hatching, move learning, and evolution renderers wouldn't respect the same sprite scaling options as in-battle Fixed an issue where, when gaining HP EVs during battle, active team members wouldn't have their max HP updated correctly Fixed an issue where some parts of PC slots wouldn't be interactable with a mouse Fixed an issue where some berry healing animations in-battle, e.g. Berry Juice, wouldn't always play on the correct target Fixed an issue where texture coloring was slightly muted in NDS regions Fixed an issue where user commands (e.g. /ping) would be rejected if used in Team Chat when not in a Team Fixed an issue where, when using High DPI fonts with odd UI scalings (e.g. 125%), some UIs would not render text correctly Mobile UI: Fixed an issue where chat couldn't be closed when many tabs / long tab names were configured Fixed an issue where the Dex wouldn't show seasonal data correctly for some species Fixed an issue where, in multi-battles, when attempting to cancel an action, if a previous slot was locked into an action (e.g. continuous use moves), queued actions couldn't be cancelled Improved character rendering when characters change directions Fixed an issue where page navigators in some UIs, such as the GTL, would show invalid entries  
    ... and more!
  20. Like
    Eggplant reacted to Bestfriends in #Johtoday   
    As a thank you for all of your work, we need a PokeMMO Branded Lawn Mower for @Kyu. All the best for your ventures ahead!
     

  21. Like
    Eggplant reacted to Kyu in What kind of psycho would do such a thing?   
    you want to know what's really gross? ipboard trying to sell me $40 themes through a marketplace integration every time I click "CSS settings" in the forums acp because some megamind decided "hey we don't need to develop basic moderation tools. if someone needs to filter emails by a regex pattern they can just write their own plugin or pay some guy $10 for some fragile garbage which will break in the next major version and never work again"
     
    you're welcome btw
  22. Like
    Eggplant got a reaction from Tajo10 in Question about mods installation   
    probably a follower mod, as it basically adds more functionality to the game, allowing you to see followers that aren't in the heart gold rom.
     
     
  23. Heart
    Eggplant got a reaction from Shadow in Question about mods installation   
    probably a follower mod, as it basically adds more functionality to the game, allowing you to see followers that aren't in the heart gold rom.
     
     
  24. Heart
    Eggplant got a reaction from AtomBombBaby in BOOOOOOOOOOOOM!!!!!!!!! I ARRIVED!   
    anyways. now that i've listened to the song.
    i realize i have completely misunderstood the 'baby' part of your name.
     
    and in hindsight, with your profile picture being nurse joy...
    sounds totally like a song Brock would sing.
  25. Like
    Eggplant got a reaction from AtomBombBaby in BOOOOOOOOOOOOM!!!!!!!!! I ARRIVED!   
    really took baby boom to the next level
     
    welcome!
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