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Getting Started

Learning an HM

Any PokémonAny PokémonYouHold the trigger itemSneak + right-click🧠 It teaches you the move (trigger item consumed)You

Every ability is locked behind a Pokémon interaction. To learn one:

  1. Find one of the Pokémon that teaches it. It does not have to be wild — your own sent-out Pokémon works, and so does another player's. Nothing checks who owns it. (Or spawn one with /pokespawn <species>.)
  2. Hold the trigger item in your main hand.
  3. Sneak + right-click the Pokémon.
  4. The trigger item is consumed and the Pokémon teaches you the move, permanently.

The HM now lives in your HM wheel — there is nothing to craft and nothing to carry — and it stays there across deaths and world reloads.

What you know cannot be handed over

Nothing changes hands. An item can go in a chest and be posted to somebody who never went looking for the Pokémon that knows the move, and an HM that can be posted is not something anybody had to earn. HM Discs still exist, but only as an operator's tool — the creative tab and /dittohm give <ability_id> <player>. Nothing in survival hands one out.

A shortcut you may stumble into

A rare wandering Trainer Ditto turns up now and then with five HMs laid out, each costing only that HM's own trigger item — it skips the hunt for the right Pokémon entirely. If you have not learned a single HM yet, the first one it teaches you is free.

It is a Ditto in a coat. Throw a Poké Ball and you catch it like any other — but every trader after that keeps its distance and will not open its stall for you again, so weigh the shop against the Ditto. How good that Ditto is is the server's call, and out of the box it rolls its IVs like any other: guaranteed perfect stats are an option an operator turns on, not something the trader comes with.


Using an ability

Press H to open the HM wheel. Active HMs sit on the outer ring and toggles on the inner one — only the ones you have actually learned — each tinted by the type of the move it is named after, and toggles marked with a small light that is green while they are running.

Ring What a pick does
Outer — active HMs Selects it
Inner — toggle HMs Switches it on or off straight away
Centre The bullseye cancels; the ring of brushes around it clears everything

An active HM then fires on a click — by default either button, with an empty hand or while holding the HM Case. Anything else in your hand keeps its normal click, so tools, weapons and blocks behave exactly as they always did. Both halves are configurable; see HM Wheel.

Getting your fist back

While an HM is selected, a bare-handed click fires it instead of punching or hand-mining. Pick the centre of the wheel to clear the selection — or set the activator to HM Case so your fist is never involved.


The hunger system

  • Active HMs cost hunger on use (configurable per ability) — or experience, if the server says so. Every HM carries one price, quoted in food, and the server picks the currency: experience then hunger (the default), hunger then experience, or strictly one of the two. Installing Cobblemon: PlayerXP is what makes the experience modes worth using — it pays you for the battles your Pokémon win, so the currency refills from the thing you were already doing.
  • Toggle HMs block your maximum hunger while enabled — most reduce your max food bar by 2 points, a few by more, and Magnet Rise by 15, because flight should cost nearly everything you have. You still regenerate health at the cap. The cap never drops below 2.
  • Food you cannot use is refused rather than wasted: at the cap, eating is simply declined.
  • The wheel draws all of this as a bar down its side — what the running toggles have taken, what you have left, and what the HM under your cursor would cost.
Food points blocked Max hunger
0 20 / 20
2 18 / 20
4 16 / 20
6 14 / 20
8 12 / 20
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