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  1. IntroductionHiding spawn information is, in my opinion, ultimately harmful to the game and its player base. That said, I want to be fair and acknowledge the arguments that could be seen in favor of this change and explain why I think they don't hold up. The Upsides — With a Grain of SaltHiding information about spawns has three upsides that in my opinion come with a grain of salt. 1. Community InteractionWithout readily available information, players are pushed to interact with each other — asking around, trading knowledge, being active in Discord. That's a genuine plus for community health. But it assumes everyone wants that. This is an MMO, sure, but like every MMO, part of its population is made up of players who prefer to play solo, at their own pace, without depending on other people to progress. Forcing interaction as a side effect of information scarcity isn't the same as fostering organic community engagement — it's closer to a toll gate. 2. The Joy of DiscoveryDiscovery has a real psychological reward — that moment of finding something yourself is genuinely satisfying. The problem is that hiding information doesn't let players opt into that experience — it forces it on everyone, regardless of whether they want it or not. A player who'd rather look something up and get on with their session no longer has that choice. Discovery stops being a bonus for those who enjoy it and becomes a mandatory task for everyone else. 3. Making Content More Attractive for a Longer Period of TimeHidden information stretches out how long content stays relevant. If everything about a spawn — location, timing, repel requirements — is known on day one, players burn through it in an afternoon and move on. Scarcity of information keeps people engaged with the same content for weeks instead of hours, which is valuable for a game that needs sustained playtime to stay alive. But this benefit is easy to mistake for something it isn't. Stretching engagement by withholding information isn't the same as making content actually last longer — it's making the same content take longer to consume by adding friction, not depth. The "longevity" here is measured in "hours wasted searching", and not "hours spent enjoying". And it can just as easily backfire: a player who hits an opaque wall with no clear path forward doesn't necessarily stay engaged longer — they might just get frustrated and leave. Retention through obscurity is a gamble, not a guarantee, and it reads more like a "metric driven" incentive (keep playtime/player numbers up) than a "player experience driven" one. Major DownsidesThere are actually many more downsides to this as you might think at first. 1. Respecting Players' TimeAn MMO inherently demands time investment — that's expected and completely fine. But there's a difference between content that takes time and artificial friction that wastes time. A game that respects its players supports their time commitment instead of manufacturing extra roadblocks that add nothing to actual gameplay depth. 2. Efficiency and Player ChoiceNot every player is optimizing for the same thing, and that's fine — but for players like me who do want to play efficiently, this system actively works against that. I have a list of other games competing for my time, and getting stalled by a mechanic whose sole purpose is to artificially create discovery and interaction — rather than offering meaningful gameplay — isn't a good trade-off. Efficiency-minded and exploration-minded players used to be able to coexist, each choosing their own approach. Now one playstyle is forced onto everyone. 3. Guilds Gatekeeping InformationIt's well known that guilds already gatekeep advantageous information. General spawns are still broadly shared, but repel-spawn locations in reworked areas aren't public anywhere — they're either unknown to most of the player base or deliberately withheld by guilds to keep their advantage. In other words: hiding information doesn't eliminate the advantage information provides — it just shifts who holds that advantage. Solo players and small groups lose access, while large and active guilds with more players to brute-force discovery simply absorb the cost and keep the payoff for themselves. 4. Fragmented, Inconsistent KnowledgeWhen information isn't public, what circulates informally is often incomplete, outdated, or just wrong. There isn't a single point of truth anymore. New or casual players end up relying on guesswork, secondhand claims, or bad advice, while the "real" answers stay locked elsewhere. That's a worse experience than either full transparency or well-designed in-game discovery mechanics — it's the disadvantages of secrecy without the benefits of genuine exploration. 5. Enabling Misinformation and ScamsA lack of public, verifiable spawn data doesn't just create gaps — it creates opportunities to fill those gaps with fake information. Without an official source players can check claims against, there's nothing stopping a seller from misrepresenting a spawn's actual rarity or exclusivity to inflate its trade value. An uncommon spawn gets passed off as rare — and the buyer has no way to verify any of it, because the real data simply isn't public anywhere. This isn't a hypothetical edge case. It's a predictable outcome of the current system — one only possible because there's no accessible, official source of truth to check against. 6. Hiding Rarity Itself Serves No Clear PurposeUnlike spawn locations or repel conditions, a Pokémon's rarity isn't something players are meant to "discover" — it should be baseline information, not a puzzle. Nearly every game with a rarity system displays it directly, because knowing what you're looking at is basic UX, not a spoiler. Hiding it doesn't create discovery or interaction — it just makes trading and evaluation harder for no clear gain, and it's what makes scams and spreading misinformation like Point 5 possible in the first place. How To Potentially Fix ItThere are surely a few ways to solve this without keeping the current downsides, ranging from a quick patch to an actual structural fix. A Proper Fix: Bring the Information In-GameThe core problem isn't that information exists — it's that it's unofficial, incomplete, and unevenly distributed. Solving that means making it official, complete, and evenly distributed: Improving the existing Map Spawn UI by displaying time-of-day and level ranges for each spawn directly in-game. Highlighting repel spawns directly on a Pokémon's page. Displaying rarity directly on a Pokémon's page. A Temporary Fix: Delay the Public Spawn DumpA simple fix is delaying the public spawn dump by roughly two weeks after each content update. This doesn't eliminate the effort of finding repel spawns during that window — but two weeks of temporary scarcity is a fundamentally different problem than permanent gatekeeping, since it resolves on a fixed timeline instead of indefinitely. Players who want to discover things early can still do so organically or by interacting with the community during that window. After two weeks, the data becomes public and everyone converges on one accurate source of truth. ConclusionHiding spawn information doesn't actually create the discovery or engagement it's meant to — it just relocates who has the advantage, shifting it from every player equally toward whichever guilds have the playerpower to brute-force it. Genuine discovery and community interaction only mean something if they're chosen, and not forced. Information scarcity doesn't create either, it just makes both mandatory. Making repel and spawn data official and accessible in-game doesn't remove discovery or interaction as options — it just stops forcing them on players who'd rather not engage with either, all while leaving them fully available to anyone who still wants that experience. ~Caenneth
  2. Hey, I cant really remember the last state of the Halloween Group Hunting Event, but yesterday evening, I had an idea to make this content for everyone. Not sure, but from what I remember is, the players needed to make a group, hunt for 12h(?) and submit as many rares as you can to reach a high score and have a chance to get access to the cave. As we discussed in the other thread last year, the idea was great, but how it was handled and executed wasn't. The first 2 or 3 weeks, the content was made basically for jobless or sick people only, who could play the game 24/7, which was unfair for everyone else who wanted to hunt Blace or Guzz. And even then it wasn't easy to find other people who could bring the same effort, while simultaneously excluding players which couldnt. At the end the time was lowered to 12h, I think, but even that is too much time for a single session for working people or parents. I'm not in the tester team, so I have no clue if you are already testing something for this content or not, nor do I know if this hunting event will ever come again, but if yes, my suggestion would be: Instead of a group hunting event, what do you think about something like a World Quest, which last from Monday 00:00 - Friday 23:59 where you can submit every rare which has a Halloween Form and if you submit f.e. 5k IVs, you get access to the cave for the weekend. This way everyone has 5 days time to hunt 50 - 60 rares which isn't an excessive amount, but in my opinion, isn't too little either. What do you think about this? I’d be interested to hear your opinions.
  3. Introducing HuntTracker: All-in-One Pokémon Tracking Companion HuntTracker helps you easily track your Pokémon encounters, plus it comes with an IV Scanner and a bunch of tools built specifically for PRO (Boss/Mega Stone/Quest/Excavation/Daily/Farming/Dungeon cooldowns, competitive natures...). It's still actively being developed, so if you notice a bug or have an idea for improvement, feel free to let me know. The code is also freely available, so if you want to tinker or add your own features, go for it. Just So You Know * HuntTracker isn't a BOT! You cannot be banned for using it. Automatic counting works through visual reading (OCR) of your own screen share: the app reads text on screen, it never sends or modifies anything in the game. And if you'd rather not share your screen at all, manual counting works perfectly well on its own. Features Tracking Multiple trackings running at once, organized by region (Kanto, etc.), with editable zone and trainer for each. Multiple Pokémon species tracked within the same session, each with its own individual counter. "Shiny" and "alternate form" counters (e.g. Summer form): total found, since last, min/max, average rate, and manual adjustment if needed. Total playtime timer. Customizable avatar per tracking, drag-and-drop reordering. Track your Membership, Transit Pass and Safari passes directly on your trainer profile. Automatic OCR Detection Share your screen and enable automatic detection: HuntTracker reads the battle line (e.g. "Trainer VS. Wild Squirtle") and counts every Pokémon encountered on its own, even when you switch tabs. Unknown Pokémon are automatically added to the current tracking. Manual counting is available at any time, no screen sharing required. Dynamic Convergence Analysis A chart showing how your cumulative probability of getting a shiny evolves as your encounter count grows. Separate convergence tracking for "Pokémon form" and "overall form," accounting for the pity system. Full breakdown: encounter rate, encounter probability for that Pokémon, pity shiny counter. History of past sessions with encounter details and the cumulative total. IV Scanner Take a screenshot in-game, select the area, paste with Ctrl+V: HuntTracker automatically analyzes the captured Pokémon's IVs. History of all your previous IV analyses saved in the app. (Great for World's Quests) Cooldowns & PRO To-Do Automatic cooldown tracking for Boss, Mega Stones, Quests, Excavations, Daily Quest, Farming and Dungeon. Check the box right after doing it: the cooldown calculates itself and unchecks automatically once it's available again. Quick search within each list (boss, mega stones, quests, excavations, daily). Nature recommendations (Synchronize, Gen 9 competitive sets) so you know which nature to aim for while tracking. Quality of Life Bilingual interface: French / English. Always on top, adjustable transparency, and collapsible panels to leave room for the game. Export/Import your save data. Feature Suggestions We welcome your feedback and feature suggestions! Let me know what you'd like to see in the app. Source Code Available The project is open source on GitHub: https://github.com/Onrio974/HuntTracker You're welcome to grab the full code, modify it, and improve it however you like. Before You Install Since the .exe isn't digitally signed (like most independent community tools), your antivirus might flag it by mistake. This is a common false positive for this kind of unsigned software. Download Links: Windows (installer): https://github.com/Onrio974/HuntTracker/releases/latest Windows (portable, no install needed): https://github.com/Onrio974/HuntTracker/releases/latest Developed by, IGN: Onrio Server: Silver Discord: onrio974
  4. 7 points
    Changelog 19.08.2026: Coded Protective Pads. Coded Ring Target. Coded Snowball. Coded Zoom Lens. Coded Dusk Ball. Coded Full Incense. Coded Lax Incense. Coded Wave Incense. Coded Rose Incense. Coded Metal Powder. Coded Quick Powder. Coded Fluffy Tail. Coded Poké Doll. Coded Poké Toy. Coded Casteliacone. Coded Incinerate. Coded Echoed Voice. Coded Uproar. Coded Present. Coded Pika Papow. Coded Veevee Volley. Coded Bouncy Bubble. Coded Freezy Frost. Coded Sparkly Swirl. Coded Buzzy Buzz. Coded Floaty Fall. Coded Sappy Seed. Coded Sizzly Slide. Coded Glitzy Glow. Coded Baddy Bad. Coded Splishy Splash. Coded Zippy Zap. Implemented Gen 8's dynamic Speed. Speed is now recalculated after every action instead of only at the beginning of a turn. This allows rare cases in Singles, such as a Swift Swim user under Rain being outsped by Mega Charizard Y because its Drought triggered mid-turn after Mega Evolving. Protean can now trigger again after a Mega Evolution. Protean no longer triggers if the move couldn't be used due to Queenly Majesty or similar Abilities, Desolate Land, or Primordial Sea. Protean no longer triggers if the move failed. This includes Sleep Talk being used by an awake user, Counter or similar moves being unable to return damage, Fling being unable to throw the held item, and Protect failing after Mega Evolving Greninja. A Protean user obtaining the Ghost type via Curse now correctly triggers the Ghost-type Curse effect. Baneful Bunker now reduces an incoming Z-Move's damage by 75% on a successful block. Gigaton Hammer and Blood Moon can now be upgraded into Z-Moves even when unselectable due to a previous successful use. Nature Power now correctly changes into Z-Nature Power when boosted by Normalium Z. Rising Voltage's power now correctly doubles when the target is Grounded in Electric Terrain. Future Sight no longer bypasses Multiscale when its original user isn't on the field on the turn it hits. Spectral Thief's stolen stat changes no longer trigger the opposing Pokémon's Mirror Armor, Clear Body, or similar Abilities. Foul Play's damage is no longer boosted by 50% against a burned opponent with Guts. Foul Play's damage is now correctly boosted by 50% when its user has Guts and is burned. Under Trick Room, the slower user now moves first when both sides have at least one Stall Ability, a held Lagging Tail, and/or a held Full Incense while using moves of the same priority. Psychic Noise no longer prints “X can heal again” for an opponent that fainted from it. The trigger messages for Beast Boost and Eelevate have been shortened. Steelworker, Dragon's Maw, and Rocky Payload now multiply Attack or Special Attack by 1.5 instead of adding 50% Base Power to moves. Fixed a rounding issue with Oblivion Wing's healing amount. Fixed a rounding issue with Supreme Overlord when three allies have fainted. Gulp Missile's message is now correctly displayed after Surf or Dive deals damage. Super-effective and not-very-effective messages are now displayed before Gulp Missile's message. Super-effective and not-very-effective messages are now displayed before HP-recovery messages for draining moves, fixing an incorrect sound being played when the user wasn't at full HP. Fixed the behavior of Explosion and similar moves from start to finish. The user's HP first drops to zero, causing it to faint immediately. The opponent is then damaged and receives EXP if it survives. Neutralizing Gas's “Gas wore off” message is now displayed only after its user has fainted. Using Fling while holding a Berry now causes the flung Berry to activate for the target only if it survives the damage. Octolock now follows PRO's stat-stage rework by grouping its Defense and Special Defense drops into a single message. Octolock now prints “It doesn't affect X...” against Ghost types instead of “But it failed!” Clear Body and similar Abilities now print only a single “prevented stat reductions” message against Octolock instead of two. Test_Freeze can no longer be called by Metronome.
  5. Pro Tracker & Database — Version 1.0.7 A Cross-Platform Pokémon Revolution Online Tracker, Database & Battle SimulatorAfter a lot of development, testing, rebuilding, and probably far too many encounters, I'm happy to finally present Pro Tracker & Database Version 1.0! Pro Tracker started as a relatively simple hunting tracker, but has grown into a much larger application designed to bring together hunting statistics, encounter history, Pokémon information, boss information, calculators, customization, and now a full Pokémon battle simulator into one application. Version 1.0 is also a major milestone because the application has been rebuilt around Avalonia, allowing Pro Tracker to move beyond Windows and toward true cross-platform support. Is this safe to use on Pokémon revolution online? The answer is yes. This does not inject or automate anything with the game, it simply reads the screen, specifically text found on the screen, and relays that information to the program. 💻 Cross-PlatformVersion 1.0 represents the transition of Pro Tracker to Avalonia, allowing the application to target multiple operating systems. Current platform support includes: 🪟 Windows 🐧 Linux 🍎 macOS 📸 Screenshots 📥 Download - protrackerdb.com with cloudflare Please pay attention, a couple of files had the & removed and capitals taken off. Windows[DOWNLOAD LINK] Linux[DOWNLOAD LINK - X64] Regular PCs (64-bit Intel/AMD - this is almost everyone) [DOWNLOAD LINK - Arm64] ARM devices (Raspberry Pi 5 and similar) (Not sure? Run: uname -m in a terminal - "x86_64" means the first link, "aarch64" means the second.) macOS[DOWNLOAD LINK - X64] Intel Macs [DOWNLOAD LINK- Arm64] Apple Silicon Macs (M1/M2/M3/M4) (Not sure which you have? Apple menu > About This Mac - if it says "Apple M1/M2/M3/M4" use the first link, if it says "Intel" use the second.) Android[Download Link] There is not much here yet other than boss information, and the simulator. Android will take a bit more time. 📋 Launching WindowsDownload. Extract the Pro Tracker files. Launch Pro Tracker. Start Pokémon Revolution Online. Select your desired hunting target(s). Start tracking. 📋 Launching Mac OSHow to start it (first time - about a minute): Unzip the download (double-click it). Open Terminal (Cmd+Space, type "terminal", press Enter). Type: cd followed by a space, then drag the unzipped folder into the Terminal window, and press Enter. Run this command: bash macos-start.sh 📋 Launching LinuxHow to start it (first time - a few minutes, it installs what it needs): Extract the zip. Open a terminal in the extracted folder. Run this command: bash linux-start.sh 📋Github [Github] ⭐ Main Features 🎯 Pokémon Hunting TrackerThe heart of Pro Tracker remains the hunting tracker. The tracker can automatically monitor your Pokémon Revolution Online client and keep track of your hunting session without requiring you to manually enter every encounter. Tracking includes:🔍 Automatic Pokémon encounter detection 📍 Automatic location detection 🆙 Encounter level detection ♀️♂️ Gender detection ✨ Shiny detection 🎨 Form/Event detection 🎣 Catch detection 💨 Pokémon breaking free ⏱️ Hunting timer 📊 Encounter statistics 🎯 Targeted encounter statistics 📈 Encounter rate 🎣 Catch rate ✨ Since Shiny counter 🎨 Since Form counter 🔄 Resettable hunting statistics 💾 Persistent hunting data You can track up to four hunting targets simultaneously, making it possible to monitor several Pokémon without constantly changing your target. 🖥️ Multi-Client SupportPro Tracker is designed with multi-client users in mind. You can track up to four Pokémon Revolution Online clients simultaneously, with each client maintaining its own information. Each client can have its own: Hunting statistics Hunting targets Appearance settings Boss cooldowns PvP history Preferences Hunting data Client profiles can also be named, making it much easier to keep track of which tracker belongs to which PRO client. 🔎 Advanced OCR & DetectionA major part of Pro Tracker is the automatic recognition system used to read information directly from the game. The application contains a dedicated OCR and capture system for recognizing information such as: Pokémon species Pokémon level Gender Location Shiny status Forms Event Pokémon Battle state Catch results The detection system also contains additional refinement and correction logic to improve recognition accuracy. 📚 Encounter HistoryYour encounters aren't simply discarded after the current hunt. Pro Tracker maintains a persistent encounter database so you can look back at your previous encounters. Encounter history can include: Pokémon Level Gender Location Date/time Shiny/Form information You can also view encounter history for individual Pokémon. Large encounter histories are supported through pagination rather than requiring the application to load everything at once. 🎣 Catch LogsCaught Pokémon have their own dedicated history. The Catch Log records information such as: Pokémon Level Gender Location Shiny/Form Date/time You can: View catch history Search by Pokémon Remove entries Clear history Export your catch data ✨ Shiny & Form TrackingShiny hunting is one of the main reasons Pro Tracker exists, so shiny and form detection has received special attention. The tracker supports: ✨ Shiny detection 🎨 Form detection 🌟 Shiny sprites 🎨 Form sprites 📊 Since Shiny tracking 📊 Since Form tracking 🔔 Shiny notifications 🔔 Form notifications ⏸️ Independent Since Form pause Different event and form classifications can also be handled separately. 🧬 Counterparts & Pokémon Forms(Meant to remove clicking on the cards. Will next update)The database contains a dedicated system for Pokémon counterparts and forms. This allows alternate versions of Pokémon to be represented separately rather than simply treating every form as the same Pokémon. The system supports: Regional forms Alternate forms Event forms Counterpart sprites 👑 Boss DatabaseThe Boss Database has grown into one of the largest sections of Pro Tracker. The database currently contains 58 boss definitions, including custom bosses. Each boss can contain information such as: Boss name Difficulty Location Requirements Boss Pokémon Pokémon levels Nature Ability Held items Moves Rewards Pokémon rewards Item rewards Pokédollars PvE Coins Streak rewards Special requirements/messages Boss information is stored in JSON, allowing the database to be expanded without requiring the entire application to be rebuilt. ⏱️ Boss Cooldown TrackerPro Tracker also keeps track of your boss cooldowns. Cooldowns can be tracked independently from normal hunting. Features include: Boss cooldown tracking Automatic battle detection Manual cooldown activation Boss-specific cooldowns Multi-client cooldown separation This makes it much easier to keep track of which bosses are ready without maintaining a separate list outside of the game. ⚔️ PvP TrackingPvP battles now have their own tracking system. The tracker can record: Opponents Number of battles Last battle Battle history Client association PvP history can also be: Removed Cleared Exported to CSV Exported to JSON Additional detection logic is used to prevent NPC trainers from incorrectly being treated as PvP opponents. 📊 Lifetime StatisticsYour hunting statistics can now be viewed separately from your current hunt. Lifetime statistics include: ⏱️ Total hunting time 👾 Total encounters ✨ Shiny Pokémon 🎨 Event/Form Pokémon 🎣 Pokémon caught 💨 Pokémon broken free 📈 Form rate ✨ Shiny rate 👑 Boss battles 🏆 Boss victories 💀 Boss losses ⚔️ PvP battles 🏆 PvP victories 💀 PvP losses These statistics are independent of resetting an individual hunting session. 🎨 Fully Customizable AppearanceOne of the biggest additions to Version 1.0 is the appearance system. Pro Tracker can be heavily customized to match your preferred style. You can customize: Background colors Font colors Border colors Button colors Header colors Panel colors Sprite backgrounds Encounter-table backgrounds Font Font size Text shadows Text outlines Custom images GIF backgrounds Gradient backgrounds Gradient direction The appearance editor includes a live preview so you can see your changes before applying them. 🎨 Custom ThemesAppearance settings can also be saved as .protheme.json files. This means themes can be: Saved Loaded Shared Imported Exported Reset This opens the door for the community to create and share their own Pro Tracker themes. 🔊 Sound NotificationsPro Tracker supports customizable sound notifications. Currently this includes notifications for: ✨ Shiny Pokémon 🎨 Form Pokémon Sounds can have their own volume settings and can be tested directly from the settings. 📥 Import & ExportHunting data can be backed up and transferred. Supported formats include: CSV JSON Importing can either: Add data to an existing hunt Replace existing hunt data This makes it much easier to migrate between installations or keep backups of your hunting history. 🧮 Calculators (Under Construction)Pro Tracker includes several calculators intended to make common Pokémon-related calculations easier. ⚔️ Damage Calculator (Under Construction)The Damage Calculator supports a wide range of battle information, including: Attacker Defender Pokémon levels IVs EVs Nature Abilities Held items Moves Move power Stat stages Weather Terrain Burn Reflect Light Screen Critical hits Type effectiveness Damage ranges Damage percentages KO calculations Moves can also be filtered based on whether the Pokémon can actually learn them. 🧬 IV Calculator (Under Construction)The IV Calculator allows you to calculate Pokémon stats based on: Pokémon Level Nature IVs EVs It also supports the six primary stats and Hidden Power calculations. 🌎 World Quest Calculator (Under Construction)The World Quest Calculator helps keep track of community and individual contribution calculations. It can calculate: IV totals Individual catches Average IV Number of catches Community contribution Share percentage Ticket calculations 📖 Game InformationThe application now has a dedicated Game Information section. Current/planned sections include: 👑 Boss Database 🧬 Counterparts 📖 Game Guides 💎 Mega Stones ⭐ Legendary Pokémon 📈 EV Zones ⛏️ Excavations 🧮 Calculators ⚔️ Damage Calculator 🌎 World Quest Calculator 🧬 IV Calculator Additional database sections will continue to be added as development progresses. 📚 Game GuidesThe application also contains an in-development guide system. The system is designed to allow guides to be viewed directly inside Pro Tracker rather than requiring users to constantly switch between the game and browser. Guide functionality includes: Guide database Guide parsing HTML rendering In-app guide viewing Browser fallback 🎉 EventsAn experimental Events system has also been added. The system is designed around displaying and managing event information, including: Event listings Event descriptions Event rewards Pokémon rewards Item rewards Pokédollars Pokémon submissions Event entries Active events The event system is still under development and will continue to evolve. 📢 AnnouncementsA dedicated Announcements section has also been added. This allows important information to be displayed directly inside the application rather than requiring users to manually check the forum for every update. 🐛 Report a ProblemA dedicated problem-reporting system is included to help gather useful diagnostic information when something goes wrong. Rather than simply reporting: the diagnostic tools can help determine whether the issue is related to: Screen capture OCR Client detection Location recognition Tracker state Data Configuration 📌 Compact ModeDon't want the tracker taking up your entire screen? Pro Tracker includes a dedicated compact mode. The compact tracker provides the important controls and information while taking up considerably less space. It includes: Start Stop Reset Pokémon selection Target information Current encounter Previous encounter Hunting timer Always-on-top support 📌 Always on TopThe tracker can remain above other windows while playing. This can be particularly useful when using the tracker alongside multiple PRO clients. The statistics panel can also be positioned on either side of the tracker. 📋 Statistics & Table CustomizationNot everyone wants to see the same information. Pro Tracker allows individual statistics to be hidden without disabling the underlying tracking. You can customize visibility for statistics such as: Hunting time Total encounters Targeted encounters Since Shiny Since Form Successful catches Broken free The encounter table can also have individual columns hidden. Hidden information is still tracked in the background. ⚔️ NEW — Pokémon Battle Simulator (Under construction)And finally... 🐝 Pro Tracker is no longer just a tracker.One of the largest additions to Version 1.0 is the integrated Pokémon Battle Simulator. The simulator is being developed directly alongside the tracker and shares many of the Pokémon, move, ability, item, and battle systems used throughout the project. 🧑‍🤝‍🧑 Team BuilderBuild your own Pokémon teams directly inside Pro Tracker. The Team Builder supports: Six-Pokémon teams Pokémon selection Team ordering Lead selection Pokémon replacement Pokémon removal Moves Abilities Held items Levels IVs EVs Nature Shiny status 👑 Battle BossesThe Boss Database and Battle Simulator are connected. This allows bosses from the database to become actual simulator opponents. You can select bosses based on their available difficulty: Easy Medium Hard The simulator can then use their stored Pokémon, levels, moves, abilities, and items. This means the Boss Database is no longer simply informational. You can actually battle them. ⚔️ Battle SystemThe simulator contains an underlying battle engine rather than simply displaying a visual mock battle. The engine currently supports systems such as: Damage calculation Accuracy Critical hits STAB Type effectiveness Weather Terrain Stat stages Nature IVs EVs Abilities Held items Status conditions Entry hazards Screens Protect Substitute Drain Recoil Healing Poison Burn Toxic Spikes Spikes Stealth Rock Rapid Spin Defog Two-turn moves Switching Mega Evolution Z-Moves Battle phases Battle events Battle logging The battle engine is being developed as its own modular system so additional mechanics can continue to be added. 🧠 Battle AIThe simulator also contains several experimental AI systems. Current development includes: Baseline/random AI Monte Carlo AI Neural-network AI Model-based AI Battle memory Opponent memory The long-term goal is to allow the simulator to observe battles and use those battles to improve future decision making. 🗃️ Data-Driven ArchitectureA large portion of Pro Tracker is data-driven. Pokémon, moves, bosses, themes, locations, and other information can be stored externally rather than being hard-coded directly into the application. This makes it much easier to expand the project over time. The project currently makes use of systems for: Pokémon data Move data Ability data Boss data Item data Location data Theme data Counterpart/form data Sprite data 🚧 Experimental / In DevelopmentNot everything currently visible in the application should be considered completely finished. Some areas remain under active development, including: 🗺️ Interactive Maps ⭐ Legendary Pokémon database 📈 EV Zones ⛏️ Excavations 📖 Additional guides 🎉 Events system 🤖 Deep-learning battle AI 🔬 Advanced Battle Lab functionality 🎨 Automatic form identification Additional boss information These features are being developed alongside the main application and will continue to receive updates. 🐛 Known IssuesAs with any major 1.0 release, there are still things being worked on. Some platform-specific behavior, OCR edge cases, and experimental features may not work perfectly in every environment. If you encounter a problem, please use the application's diagnostic/reporting tools where possible. When reporting an issue, please include: Operating system Pro Tracker version PRO client version What you were doing What happened Any relevant screenshots Diagnostic information when available The more information provided, the easier it is to reproduce and fix the problem. ❤️ Credits & ThanksA huge thank you to everyone who has: Tested Pro Tracker Reported bugs Suggested features Provided feedback Tested different operating systems Helped identify OCR issues Tested bosses Tested the simulator Helped improve the database This project has grown considerably because of the feedback from the PRO community. 📋Final WordsWhat started as a small hunting tracker has turned into something considerably larger. Pro Tracker & Database is now intended to be an all-in-one companion for Pokémon Revolution Online, combining hunting, statistics, databases, bosses, calculators, history, customization, and battle simulation into a single application. I hope you enjoy Version 1.0, and as always, feedback and bug reports are greatly appreciated! Thank you for checking out Pro Tracker! 💜
  6. A small and unimportant suggestion in the grand scheme of things, but one I think could add more life to Vermilion. At the moment, the top floor of the Vermilion Pokémon Center feels empty. I thought it could be turned into a small social area. Nothing elaborate, just somewhere players might have a reason to hang around. My first thought was a pool table. The bottom floor already serves the practical side of a Pokémon Center: Nurse Joy, healing, PC access, etc. The top floor could instead be more of a place to chill. Players could head upstairs, play a game of pool, socialise, spectate other games, or just hang around while they're waiting for friends. It could be kept really simple - basic aiming, power and shooting. No need for some huge minigame system. I think it would fit nicely with the social side of the game too. Pokémon Centers become places where players cross paths, so giving people something to do while they're there might encourage more interaction rather than everyone healing and immediately leaving. You could even take it further eventually with things like a couple of arcade machines, a small leaderboard, win/loss stats. But none of that is really necessary for the idea to work. I'd be happy with just a pool table you can walk up to and play against someone. Not exactly a game-changing suggestion. I just think it'd make the top floor less lifeless and give Vermilion Pokémon Center its own small social identity. Heal downstairs, hang out upstairs. Below, I’ve used AI to bring a couple of different versions of my idea to life. One showing the basic concept, and another showing what a feature-complete version could look like. The AI results obviously aren’t perfect. They’re simply there to help visualize the concept. These are mock-ups for the imagination. Basic concept (1): A table. Play. That’s it. Feature-complete version (2): A fully realized Pool Club featuring PvP matches, NPC practice, spectating, player stats, weekly leaderboards, champion rankings, and arcade minigames.
  7. If its too easy too access it will ruin "exclusiveness" point. But also 12 hours hunt is for non human. "Forcing" people to hunt for 12hour is stupid. Should make it 3 hour max, and top party who submit the most ivs can enter. Any party could try more than 1 time. Crazy who ever have the idea to make it 12 or 24 hour. Encouraging people to sit and spam adadadadadda for 12hour straight should be put in pewter jail.
  8. Currently the way it works is 72 hours from the start of when you activate it. if it was shorter like 24 hours BUT only is activated when you are logged into the game i think alot more people would start buying them. the problem now is people have work and IRL responsibilities so sometimes they activate it then wont be able to log on for the few days to actually get to use it all. i think the only people this would effect are BOTS, :) much love
  9. This thread is open again. Guild name changes are now performed by Game Masters instead of Developers. The cost has increased from 200k to 400k. The OP was edited to reflect these changes.
  10. This, exactly this. Your total amount of hunting time is still 12h throughout the entire week however you can split those in to 3-4 hunts (3 or 4h each as example). This way ppl still need to hunt 12h in total, however those who work, have family, other responsibilities etc. also have a fair chance to compete. This way the content is made for everyone. I personally would still love a lockout for the next week for the ppl who had access the week before. This way the area still remains exclusive given the requirements but more than the same 20-30 players have a chance to get access. Example: Week 1 Player 1-20 have access to the area Week 2 Player 1-20 are not allowed to compete since they had access Week 3 Player 1-20 are allowed to compete again. But this one is less important honestly.
  11. I think the hunt time should be reduced greatly. You guys may think no one forcing anyone to hunt 12 hour. But some people will hunt 12hour straight, either they having life or not, and other people will be forced to hunt 12hr as well to compete. Its better if player given 12 hr to compete on ladder but hunting time is 3 hour max, so every party have 3-4 chance to try. Everyone could hunt, specially those who love the games but have limited time (working player or player with family etc) and 'no life' player still rewarded with more chance to win because they willing to go full hardcore hunt.
  12. This will be super helpful once completed and I already know some new players to share this with. I just started this year and many of the guides I used were outdated. You should point out those updated quest lines/mechanics. Will you be doing the subway/teleport quests?
  13. I have two suggestions that I think could make auctions clearer for players and potentially reduce work for Trade Moderators. 1. Making transfer responsibility more visible This first suggestion is more of an idea in theory than something I strongly feel needs to change. Personally, I'm perfectly happy with keeping the Cross Server section as it is. The only reason I bring it up is because players don't always read the auction rules consistently, particularly the rules explaining who has the responsibility to transfer in a Cross Server auction. If everyone took the time to read and understand those rules, then there really wouldn't be much of an issue. In practice though, we know that not everyone does. Some players may see "Cross Server" and simply understand it as meaning that offers are accepted from both Gold and Silver. What they may miss is the additional responsibility regarding who has to make the transfer once the auction ends. So, purely as an alternative idea, perhaps the forum could keep just the Gold and Silver auction sections, which would indicate where the Pokémon is currently located, and then make transfer responsibility part of the visible auction details. Transfer responsibility: Buyer / Seller This could appear alongside the usual Start Price, Minimum Raise, Insta Price, Duration, etc. That would make the arrangement immediately clear without requiring someone to already know what the Cross Server rules say. The Gold/Silver section tells bidders where the Pokémon is currently located, while the transfer field tells them exactly who is responsible for moving servers. Anyone considering bidding can then make their own assessment about whether the auction is worth participating in based on the Pokémon's location and whether they would personally need to transfer. Again, I'm not necessarily suggesting that Cross Server needs to be removed. I'm happy with how it currently works when the rules are understood. My only reason for raising the idea is that we can't realistically expect every player to read every rule consistently. Making something as important as transfer responsibility visible directly within the auction details could prevent confusion before it happens. 2. Prevent players from bidding more than they actually have My second suggestion is more of a development/coding issue and may only be something that can be considered further down the line. Ideally, players should only be able to place auction bids that they can actually afford. If there were some way for the forum auction system to communicate with the dashboard/account system and check a player's available balance, a bid could automatically be rejected if the player attempts to bid more than they currently have. For example, if a player has 1m available and attempts to bid 1.1m, the system simply wouldn't accept the bid. However, this shouldn't be limited to a player's Pokédollar balance, as they may have other assets available to make up the value of their bid, provided those payment methods are accepted under the auction contract. Taking recognised alternative payment methods into account as well. If things like Coin Capsules, IV Reroll Tickets and other commonly accepted forms of payment were tracked against an account, their value could be calculated based on the value of each set out in the auction contract. That way, when someone places a bid, the system could calculate their overall available value rather than looking at Pokédollars alone. Example: Lacomus - 5.000.000 - 2026-09-08 09:52:36 (4m Pokédollars + 2 Coin Capsules at 500k each = 5m total). If a player intends to place a bid using Pokédollars alongside another asset, they can select the relevant checkboxes for Pokédollars, Coin Capsules, IV Reroll Tickets, and other eligible assets, then enter the exact amount of each asset they wish to include. Before the bid is submitted, the system verifies that the player has the specified amounts available and automatically checks the calculation to confirm that the total bid value is sufficient. Once validated, the bid is submitted with a complete breakdown of the transaction, stating each asset and quantity included in the bid. It gives the seller information on what they would be receiving and how the bidder intends to make up the value of their bid, making things clear from an informational perspective when it comes time to complete the transaction. I'm not sure how practical that level of integration would be technically, or how difficult it would be to implement, but it would prevent invalid bids at the point they're made rather than leaving Trade Moderators to deal with the consequences afterwards. Update (08/09/2026): I've edited and expanded on this idea, as I didn't go into it as thoroughly as I could have originally, to cover all bases in terms of what players may have available across their total assets and how that could be calculated. The downside is that taking all of this into account would make the coding and the way the system checks and calculates a player's available assets more complicated, therefore taking considerably more time and effort to implement. But it was just an idea and something that could maybe be implemented one day. The next level would be for the system to go a step further and automate the transactions themselves once all the relevant calculations and checks have been done, although again, the time and complexity involved would need to be considered.
  14. +1 would go nice with the new auction system
  15. Just to clarify before I get my thoughts in, I only read the initial post. I haven't read the replies under yet, so if any of this has already been suggested, just know i'm not responding to anyone specifically. First, I agree with shortening the hunting duration compared to last year. Even though my teams were able to make the 24-hour format work, I don't think an event needs to be that long to be competitive. Lowering the time makes it much more reasonable for everyone while still leaving room for preparation, coordination, and teamwork. Last year my team finished #1, and several teams from my guild got top 10, and afterwards we got a fair amount of comments basically implying we must have been unemployed, sick, or had nothing better to do. That wasn't really the case. Most of us had jobs and other responsibilities. We just coordinated really well. We knew when the event was happening, compared schedules, figured out who could hunt at what times, and made sure we had people contributing throughout the event. Honestly, I don't think that part is unfair. This is supposed to be a team event, so all that should matter. If one team organizes themselves better than another, they should have an advantage. A team's lack of preparation shouldn't be used to discredit another team for being prepared. So while I agree that reducing the overall hunting time was a great idea, I don't think the goal should be to remove the advantage that comes from good coordination. Making preparations and teamwork matter less isn't something i'd personally want to see. Where I do think the format could be improved is the scoring itself. My biggest issue with simply using total IV's is how heavily the result can come down to luck. One Pokémon might have 50 total IV's while another has 150+. Both players could have spent the same amount of time hunting and caught the same number of Pokémon, but one person happened to roll an extra 100 points through RNG. If you add that across an entire team, those differences can become huge. I understand why IVs are being used. We already stuff like the WQ, FCC and BCC that use IV's as part of their scoring, so it's something everyone's familiar with. The difference for me is what those IV's are being used for. With something like WQ, we're collectively working toward an IV goal. If I get lucky and catch a really highIV Pokémon, that helps everybody progress. My lucky catch isn't directly pushing another player out of the reward. In a competition where teams are ranked against each other, raw IV's become much more important because somebody else's luck can directly determine whether your team ranks high or not. That's why I think IV's can still be part of the system without every individual IV necessarily being worth one full point. For example, qualifying Pokémon could be put into brackets: 0-59 total IV's = 1 point 60-89 = 2 points 90-109 = 3 points 110-129 = 4 points 130-149 = 5 points 150+ = 6 points Those numbers are just an example and aren't final. Another option would be giving every qualifying Pokémon a base amount of points, then adding a smaller IV bonus. Example: Every qualifying Pokémon = 2 points 90+ IV = +1 110+ IV = +2 130+ IV = +3 150+ IV = +4 That would still make high-IV catches valuable and keep the excitement of getting a really good roll, but it would reduce how much one extremely lucky catch can change the ranks. The main source of points would then come from actually hunting and consistently contributing, while IV quality gives you an additional advantage. I think that's a better balance for a team competition. Preparation and coordination, should be the biggest factors. I also don't think everyone should automatically receive the same reward regardless of performance. There should still be competition, and teams that prepare better, communicate better and put in more effort should absolutely have an advantage. The scoring should make the better prepared and more consistent team more likely to win, rather than potentially having everything come down to which team happened to roll the most IVs. I don't really like the idea of making only Halloween forms count toward the score. Halloween forms aren't guaranteed, so that would basically add another layer of RNG. A team could hunt for the same amount of time, coordinate just as well, and catch just as many Pokémon as another team, but simply see fewer Halloween forms because of bad luck. Then on top of that, the Halloween forms they do find could also roll poor IV's. I think Halloween forms could still be worth something extra because they're rarer, but I wouldn't make them the only Pokémon that count. I do like the idea of splitting the 12 hours into shorter sessions, but I don't think it should be mandatory. For example, four 3-hour sessions or three 4-hour sessions would definitely help people fit the event around work, school or other responsibilities. At the same time, there could be someone who only has one day off during the entire week duration and would actually benefit more from being able to use all 12 hours at once. Because of that, I think the best option would be giving everyone the same total amount of hunting time, but letting them decide how to use it. If you have 12 hours, you could use all 12 in one day, split it into four 3-hour sessions, three 4-hour sessions, six 2-hour sessions, or whatever works best for your schedule. That way the event isn't designed around one specific type of schedule. Someone who works every day but has a few hours available each evening isn't at a disadvantage, and neither is someone who has only one day off Everyone still gets the same amount of hunting time, the only difference is how they choose to use it. That would fit the teamwork aspect much better too, because part of the strategy would be deciding when each member should use their available time and coordinating those schedules as a team.
  16. Hey, the World Quest was actually the inspiration for this contest. We wanted to create a party-based World Quest. Just like with the World Quest, we also wanted access to the maps/the reward to be limited. For the World Quest, that means everyone who contributed at least 0.5%, and for the Party World Quest, it would be the parties that reach a certain placement. I'm open to suggestions, but I don’t want to give up the exclusivity.
  17. Hello, we had similar suggestions in the past and decided against them. That hasn’t changed to this day.
  18. Pro's Start-End Guide Hello everyone, my name is Cody. I have been playing Pokémon Revolution Online since 2021, and during that time I have gained a lot of experience with the game’s systems, community, and progression. The purpose of this guide is to help new and returning players better understand the game and avoid some of the common mistakes that many beginners make. When I first started, there were many things that were confusing or difficult to learn, especially regarding trading, chat rules, abbreviations used by players, and overall progression. In this guide, I will share my personal experience, tips, and advice to help players get started. The guide will cover topics such as Trade Chat, common abbreviations, important rules, a basic story walkthrough, and other useful information that can help improve your overall experience. My goal is to make the early stages of the game clearer, easier, and more enjoyable for new players. I hope this guide will be helpful, and I wish everyone the best of luck on their journey! P.S If I'm missing any information, Please point it out here or my discord. (Useful command if you are on desktop to find content) CTRL F [content]) Discord: codyful Ingame: Codyful Credits (COMING SOON) Spoiler Chat Commands and Reborn Bot commands (COMING SOON) Spoiler Common Abbreviations Trade Chat Abbreviations Spoiler Chat Abbreviations Spoiler Stuff I do even during the endgame! Spoiler Story Spoiler What to do after story? Spoiler Move Tutor Locations (WITH EVERY DAYCARE LOCATIONS ASWELL) and guides to egg move tutors and how to Unlock them (COMING SOON) Spoiler How to get PvE Coins? Spoiler Coin Shop Guide Spoiler Mega Stone Quest Links Spoiler Boss Teams and Info (COMING SOON) Spoiler How to repel pokemon? Spoiler Dungeons (COMING SOON) Spoiler Love Island (COMING SOON) Spoiler Events (COMING SOON) Spoiler PvP INFO (COMING SOON) Spoiler Forum Navigation (COMING SOON) Spoiler
  19. Didnt think of what @Lugario mentioned, but it would be nice since i mainly play on keymapped handhelds. the main problem is i must touchscreen any/all menus but I agree if it can lead to cheaters then doesnt seem worth it
  20. I mainly play PRO on a Retroid handheld and this would he game changing if implemented!!
  21. Hello. My apologies for the delayed response. We are currently looking into your situation and discussing it internally. Once there is an update, I will let you know.
  22. +1 as an iphone user… if possible on the backend haha
  23. Hey, I was just wondering how do we increase reputation here on forum, I been selling a few mons & bought a whole lot, though it did not seem to affect my reputation. Just wondering how to grow here on forum. Some intel would be appreciated ^^
  24. Great Idea. I suggest, that in the coin-shop description you put in Surf-Mounts, either in the number 4.HM-Tool or 7.Mount ( or in it's own number) Otherwise I'm looking forward to the next update
  25. Hello there, Players sometimes make mistakes while trading, and this can happen quite easily. Players may accidentally select the wrong Pokémon, item, or even the wrong player. It can also happen that a player completes a trade without properly noticing or remembering whom they traded with. Recently, I have noticed players having to spend a lot of time trying to figure out who they traded with after something went wrong. Because of this, I would like to suggest adding a Trade History feature. The history could show: Trading partner's IGN Date and time of the trade Pokémon given Pokémon received Items given Items received Item quantities Trade status (completed/cancelled) Possibly a unique Trade ID for each completed trade Uses and Benefits1. Identifying the Trading Partner If a player doesn't remember whom they traded with, they can simply check their history instead of trying to remember the player's name. 2. Accidental Trades Players can sometimes select the wrong Pokémon, item, or player. The history would allow them to immediately check exactly what was traded. 3. Finding a Previous Trade If someone traded a Pokémon or item some time ago and wants to know when or with whom they traded it, they could easily find the transaction. 4. Checking What Was Received Players sometimes make multiple trades in a short period and may forget exactly what they received from each trade. The history would provide a clear record. 5. Resolving Misunderstandings If two players remember a trade differently, the history can help the player verify their own side of the transaction instead of relying entirely on memory. 6. Helping With Staff Reports and Resolving Small Issues Independently If a player needs to report a trade-related issue, they could provide the exact IGN, date, time, and traded Pokémon/items. This would make reports much easier for staff to understand and investigate. At the same time, not every trade mistake needs to become a staff report. Sometimes players may simply realize afterward that they traded the wrong Pokémon or item, forgot whom they traded with, or misunderstood a transaction. With a Trade History, they could check the details themselves and potentially contact the other player directly to resolve the issue. This could help players solve small misunderstandings or accidental trades on their own, while allowing staff to focus on more serious cases that actually require investigation. It could also reduce the workload of Trade Moderators by reducing unnecessary reports about minor trade-related issues. 7. Account Security If someone gains unauthorized access to an account and makes trades, the account owner could check their Trade History and identify transactions they don't recognize. 8. Disconnect or Connection Issues If a player disconnects around the time of a trade, they could check their history afterward to confirm whether the trade was successfully completed. 9. Tracking Valuable Trades Players who frequently trade valuable Pokémon or items could use the history as a reliable record of their transactions. 10. Finding Players Again If a player wants to contact someone they traded with previously, they could find the person's IGN through their trade history. 11. Useful for Frequent Traders Players who make many trades every day would have an organized record instead of having to remember every transaction. 12. Search and Filtering If possible, the history could include filters for IGN, Pokémon, item, and date, making it easy to find a specific transaction. 13. Trade ID for Support Giving every completed trade a unique Trade ID would make it even easier for staff to locate a specific transaction in their logs. PrivacyThe Trade History should be visible only to the player themselves. Other players should not be able to view someone's personal trade history. Staff could still access the necessary server-side information when investigating reports. This feature would not need to provide an undo or trade-reversal option. It would simply give players a reliable record of their own transactions. Overall, I think a Trade History would be a very useful quality-of-life feature. It could prevent confusion, help players identify accidental trades, reduce unnecessary trade-related reports, improve account-security awareness, and save both players and staff a lot of time. This is just an idea I had, but I thought it could be a useful quality-of-life feature for players and could also help reduce unnecessary work for Trade Moderators. Kind Regards, DivineGold
  26. This is just a personal take regarding the presentation of auctions and in particular the growing use of AI or other tools to illustrate what is being sold. I've noticed that some players are starting to use AI-generated images or similar methods to showcase Pokémon in their auctions. While I can understand the appeal, these images can look impressive, dramatic and naturally draw more attention to a sale, I think there is a problem with using them. I love using AI myself, and I think it has plenty of benefits, whether that's just for fun or for professional purposes. But I also think there's a time and place for it, and when it comes to something like a forum auction, I feel it starts getting into risky territory. The main issue for me is accuracy and consistency. AI-generated images don't always represent the Pokémon being sold exactly as it appears in-game. An image might get a number wrong, display an ability or detail incorrectly, or make some other small change that isn't immediately obvious. Even if the mistake is minor and completely unintentional, it can still create confusion because the image is presenting something that may not be an exact representation of what the player is actually selling. That's where I think AI could unintentionally become a trouble-causer. It doesn't necessarily require anyone to have bad intentions. A seller might simply want to make their auction look more attractive, but an AI-generated image could introduce an incorrect detail that the seller themselves doesn't notice. Then you potentially have disagreements over what was advertised, what a buyer thought they were bidding on, or whether something was misleading. It also leaves moderators having to judge situations that could have been avoided in the first place. Of course, we already have rules against scamming, deliberately misleading or deceiving players, and manipulating information. My suggestion isn't aimed at intentional deception though. It's more about preventing these grey areas and having a consistent standard for everyone before the use of AI and similar tools becomes more common. I think a simple solution would be to require that when visually showcasing the Pokémon being auctioned, players use a direct in-game screenshot from PRO of the Pokémon on offer. AI-generated images or images produced through third-party tools shouldn't be used as a substitute for that. This wouldn't stop people from making their auctions look appealing through formatting or general presentation. It's about making sure that when you're showing the Pokémon being sold, what the buyer sees comes directly from the game and is an accurate representation of what they're bidding on. AI is a great tool and I'm certainly not against its use, but I think auctions are one of those situations where keeping things simple, direct and verifiable is probably better for everyone. Having a clear standard now could save both players and moderators a lot of confusion and disputes later on, especially as AI and similar tools become more used.
  27. +1 The AI images don't even look good and honestly just draw less attention for a lot of ppl because they don't want to see such slop. While we are at it. In my opinion having any GIF or random screenshot as the main title picture should not be allowed either. If you auction x pkmn then you should need to put the ingame screenshot of x pkmn as the main title picture.
  28. Hello! That's great news! I'm glad to hear that the issue has been resolved! Since we have been able to resolve the issue, I will proceed to close this thread. If you need any further assistance in the future, please don't hesitate to contact us again. Kind regards. Hallowglow.
  29. Even though there are a few trackers available, they are only for PC users, so mobile players probably dont have anything to count, which would be a great addition for some of them. Tracker by itself, sure, why not. +1 But I dont know if the chat would be flooded then if its made linkable. Because of that, better without the linking function.
  30. +1 hope this doesnt go down the same road as the last suggestion of this kind and we dont get another "maybe that content isnt made for you". first of all i really like the idea the creator had and he deserves to be praised for the effort to deliver it 🤴 its just the qualification method that made it very frustrating and needs a tweak imo. for example: let people hunt for a week and submit their best iv rare that has a hlw form. + grinders putting in a lot of hours have a great edge over people putting in less hours. + luckers still have a chance to get in with lower timeframe which makes the whole thing inclusive while it remains competitive. Due to the fact that you wouldnt be hunting for the hunting event. you are hunting in general and catching high iv mons is a byproduct that can make you qualify > participation increases by a big margin because of the former > big participation makes the whole thing very competitive. + dont need to wear diapers anymore, let the nephew cover 2 hours because of responsibilities or put everything else in life to the side for 12 hours to compress as many encounters as possible into a certain timeframe to then have a chance to still not qualify. - rng is involved the number of groups that could get in the hunting area had to be tweaked because of low participation in some weeks last year and i think by tweaking the qualification method as mentioned above you can guarantee high participation and make it a lot easier to determine how many groups get in without the need to have mechanisms for low participation.
  31. They finally paid me enough to join them. You guys should definitely join them too. Chill guild, chill grind, chill people and they also do chill giveaways.
  32. Hey Tech Corner 👋 I've been quietly building PRO Companion — a web app that aims to be the ultimate sidekick for Pokémon Revolution Online. Think of it as your trainer dashboard, quest log, and personal AI mentor rolled into one. Before I sink too much into it, I'd love a gut-check from the community: is this something you'd actually use? 🔮 The headline feature — Ask Prof Oak A live AI coach that knows your progress. Not a generic chatbot with a Pokémon skin — it streams answers over a WebSocket with full context of: Which walkthroughs you've completed, are reading, or haven't touched Your **exact step** inside an active quest (down to `s01`, `s02`, …) Your trainer profile (region, playtime, badges) Your bookmarks and recently viewed guides So you can ask things like "what should I do next?", "I'm stuck on Saffron, where do I go?", or "what's the fastest money grind for my level?" — and Oak answers with real references to your progress, not a copy-pasted wiki page. 📖 Everything else it does Feature What it's for Overview dashboard Streak tracker, active quests, stats, journey timeline Quest Log Step-by-step walkthrough checklist — tick boxes as you play Library Every walkthrough in the game, searchable + bookmarkable Progression Graph Visual DAG of quest prereqs/unlocks Pokédex / Items / Map / Store Fast in-app lookup, no tab-switching Leaderboards & Sync Ties your in-game profile to the companion 🧪 Where I'm at Core tracking, quest log, and Prof Oak chat are **working today** Progression overlay is hand-curated for early/mid-game quests Closed testing in the next couple of days 🙏 What I need from you Would you use this? Honest reactions welcome — "meh" is useful too. What's missing? If the app had to have one feature to earn a spot on your second monitor, what would it be? Want to beta test? Drop a reply or DM and I'll add you to the list. Screenshots + short demo clip below ⬇️ Cheers, — Game3Com
  33. -1 An MMO is supposed to be grindy. There is many people selling ev services that would need to compete / be limited by vitamin prices instead of the market. The elemental berries are farmable easily by thiefing them since they have a very high held rate, Salacs are farmable on Sevii Island 6, 7 Headbutts Custap berry needs its own set of trees, maybe in another MS area, I agree with that.
  34. Hello! From what I can see, this trade was completed without a lending period being set. To submit the appropriate claim, please create a post in the Report Center. Make sure to provide as much evidence as possible regarding the lending agreement and explain the situation in as much detail as possible. This will allow the appropriate team to review the case and assist you accordingly. Kind regards. Hallowglow.
  35. Hey there, nice job, looks promising! I have a few questions/suggestions: Does it support Linux, or do you plan to make it multiplatform compatible? If we move the battle window, does it loose our "screen" like some other trackers? Can we have multiple clients open for alts and for it to be able and count from every client individually and a sum of all the encounters together? Can we /load/save/reset progress? Can we have custom background on the tracker?
  36. It’s been 7 years. 7 years of a long journey together, challenges, laughter, and growth. I joined the Staff when I was 22 and now I am almost 30 in a few months 😮 What began as a simple step into a community I admired quickly became one of the longest and most meaningful journeys of my life. For 1/4 of my life, PRO has been a community, a family, and a place where I’ve spent 20.000+ hours alongside you all as someone whose job was to protect the integrity of the game and ensure everyone could enjoy it fairly. MY ROLE IN PRO As a Moderation Staff and later Admin, my role wasn’t always the most glamorous and visible to players. I didn’t design new regions or events. Instead, I worked behind the scenes, reviewing reports, investigating rule-violations, handing out punishments when necessary, and sometimes having the tough conversations nobody likes to have (😓). It wasn’t always easy, and it certainly wasn’t always fun or rewarded, but it was very important for me… because keeping PRO fair and safe meant protecting the adventure you all love and protecting the community in general, which is the reason I joined the Staff Team. I know that sometimes my role put me in situations where I had to make hard calls. I would be lying if I said I’ve always done everything right. Not every decision I made was perfect, and I’m sure there were moments where I did wrong (I mean, in 7 years of work it would be impossible to make 0 mistakes) or where I could have done better. There were decisions I wish I had handled differently. However, all of my actions were motivated by wanting the best for both the game and its community, and that never changed. WHY AM I LEAVING? The truth is, my journey here is ending not because I’ve stopped caring, but because my mental and physical health has reached a point where I cannot give the game, the community, or the staff team the dedication they deserve. I’ve always believed the players deserve my very best, and if I can’t provide that, continuing would feel like letting you all down and kind of disrespecting you. As some player know, my life has never been a simple one. I was born with more health problems than I could count, and as the years passed, they only grew heavier. Surgeries, endless hospital stays just to survive. Surviving was never a given, but something I had to fight for, over and over like an endless battle. Every time I thought I had won, something new emerged to destroy me. Last year and the first half of this one I fought through a severe infection that nearly destroyed a lot of my organs and almost took my life. I spent months in the hospital, clinging to hope. Once I beat the infection, I thought I had fixed everything only for life to strike again. Without warning, recently I suddenly lost the sight in one eye completely and am blind, and half the vision in the other due to another health issue. Due to all of this, I had a complete mental breakdown because I spent a whole life in this situation over and over. The tears/crying wouldn’t stop, the desperation wouldn't stop and it's been a continuous "why me?" and then situation is getting worse and worse and I have almost reached the bottom of the barrel and cannot see the light anymore. Given this, I’ve decided to step back, focus on recovery, and fight for myself for once. I’ve already taken steps to get the help I need, and I hold on to hope that better days will come. TO ALL OF YOU PLAYERS To every player I’ve met along the way, regardless if we spoke 1 or 100 times, thank you. Thank you to everyone who made my years here worthwhile and fun, to the players who respected the rules or reformed themselves after violating them, to those who gave constructive feedback, to those who showed kindness in chat, and even to those who challenged me to do better. You all played a part in my time here. Please, keep this community strong. Be patient with the Staff Members, they’re not perfect, but their heart is in the right place and they’re doing a tough job for the good of everyone as they want the best for PRO and its community. Treat each other with respect and remember that behind each username there is a person with feeling and emotions. Help new players find their way in the game, and remember that at the end of the day, we’re all here for the same reason: our love for Pokémon and this world we share. FINAL WORDS I leave proud, proud of the time I was here. PRO will keep evolving without me, and I’ll be watching from the sidelines, cheering and smiling for every success, and rooting for all of you and the next generation of both players and staff to find their own unforgettable moments here like I did. 7 years is a long time to give a piece of your heart to something. And PRO will always have my heart. This is not goodbye forever. It’s just the closing of my chapter, so that new ones can be written by those ready to carry the torch. I wish you all to continue your player journey and find a lot of happiness on your path like I did on mine. — Keita here, signing off for the last time — thank you for some of the brightest days of my life. ♥️ PS: I've no news about Summer Tournament. I was asked to wait due to some background stuff, but further info will be provided by the Admin Team
  37. I guess you are not aware of "Set Master Chris". For easy access, he is in Vermi House C, near the PVP coin master. A small info of what he does : He can save your legendary pokemon's EVs, nature, moveset in up to 6 custom sets. He will ask for a little fee of 5k to load them.
  38. God approves you +1
  39. Hey @Kidneystone Once the lent time is passed it automatically return to your box.
  40. +1...but should be 10 pve
  41. 1 point
    Changelog 22.02.2026: Reworked client settings. Android has different modes to simplify settings that adjust refresh rate and FPS now. Instead of Save, Apply, and Cancel, there are only Save and Cancel now. Settings should always revert if you don't save them now. The flickering that used to occur only in the regular Android client should no longer happen at all. Reworked reconnect. It is much more stable now. You are always connected to the proxy server you have the best connection to now. Reworked the network code. The client is now more robust against poor internet connections and corrupted packets. Together with the new network code, this could potentially also fix bugs like not being able to see all boxes but only Box:30. Windows 7 is supported again. Tags work on Android as well now. The D-PAD and movement no longer get stuck when switching maps or entering battles. Fixed some bugs that caused music to not play temporarily in certain situations. Z-Cosmic Power works correctly and is properly displayed in the client now. Fixed that balls are visually shown in Random and NPC battles again. Pokeballs are no longer always shown. Legendaries always get Master Balls, Ultra Beasts get Beast Balls, and all other Pokémon have a small chance to get a different ball than a Pokeball now. Fixed a bug that caused the online status of the friend and guild lists to not update correctly. Fixed a bug that in some situations caused the client to become unresponsive until restarted. Fixed a bug where trades with Pokémon from the box used the team count and could cancel the trade. Fixed tooltips on Android. You can see all tooltips by pressing and holding now. You can use all letters in PMs that you can use in global chats now. The random sets have been thoroughly reworked again. You should now encounter less setup sets overall.

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