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HM Wheel

Every HM you have learned lives in the HM wheel โ€” a radial selector you open with a keypress. There is nothing to craft and nothing to carry: learn an ability and it is in the wheel.

Press H (rebindable under Options โ†’ Controls โ†’ Cobblemon Ditto HMs) to open it.


Reading the wheel

The wheel has two rings. Each slot shows that HM's disc, and the segment behind it is tinted with the type of the move the HM is named after โ€” so Water HMs sit in blue, Fire in orange, and a familiar HM is easy to find by colour before you can read the label.

   โ–“                โ•ญโ”€โ”€โ”€โ”€ outer ring: ACTIVE HMs โ”€โ”€โ”€โ”€โ•ฎ
   โ–“ f           Cut     Fly     Dig    Ember   Teleport   ...
   โ–“ o        โ•ฒ     โ•ฒ      โ•ฒ      โ”‚      โ•ฑ      โ•ฑ     โ•ฑ
   โ–“ o          โ•ฒ    โ•ญโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฎ    โ•ฑ
   โ–‘ d            โ•ฒ  โ”‚  inner ring: TOGGLES  โ”‚  โ•ฑ
   โ–‘              โ”€โ”€โ”ค   Jump  Surf  Dive โ—   โ”œโ”€โ”€
   โ–‘ b            โ•ฑ  โ”‚                       โ”‚  โ•ฒ
   โ–ˆ a          โ•ฑ    โ•ฐโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ•ฏ    โ•ฒ
   โ–ˆ r        โ•ฑ     โ•ฑ      โ•ฑ      โ”‚      โ•ฒ      โ•ฒ     โ•ฒ
   โ–ˆ             Rest   Charm  Strength  Waterfall   ...
   โ–ˆ                  ( โœ– cancel ยท ๐Ÿงน clear all )
What you see What it means
A disc on a type-coloured segment Learned, ready to pick
A dim pip on a dark segment Not learned yet. The wheel never hints at which Pokรฉmon unlocks it
A disc that has grown The slot under your cursor โ€” release now and this is what you get
A slot pulsing with light, ringed and glinting Currently selected (active) or currently switched on (toggle)
A small light in the corner of a disc Green โ€” a toggle that is running. Amber โ€” the active you have selected. Dark โ€” neither

The two cues never collide: size always means "the one I am about to pick", and light always means "this one is live". Hover a live HM and you see both at once.

Every disc carries the little corner light and the colour is what it says: green for a toggle that is running, amber for the one active you have selected, dark for everything else. The glow cannot answer that on its own, because a selected active glows exactly like a running toggle.

The middle of the wheel names whatever your cursor is over, its type, and its state; the ability's description sits just below the wheel.


The food bar

A column of twenty pips stands down the left of the wheel, and it answers three questions at once:

Colour What it is
Red, at the top Maximum your running toggles have taken. Not yours again until one goes off
Full What you have left
Empty Room to eat
Flashing What the HM under your cursor would cost, before you commit to it

Hover an active and it flashes what that use would eat off the top of what you are carrying. Hover a toggle and it flashes the slice of maximum it would claim โ€” or, if it is already on, the slice it would hand back.

Your food is not wasted

At the cap the game would normally still let you eat, because your bar is not full. It is refused instead, so a steak is never spent on nothing.


Picking an HM

Ring What a pick does
Outer โ€” active HMs Selects it. Selecting it again deselects it
Inner โ€” toggle HMs Switches it on or off straight away
Centre ring (๐Ÿงน brushes) Clears everything โ€” your selection and every toggle
Bullseye (โœ–) Cancel โ€” closes the wheel and changes nothing
Right-click a slot Stars it as a favourite. The wheel stays open
Scroll Resizes the discs, and remembers it

Hold H, move the cursor onto a slot and let go โ€” the wheel closes on whatever you were pointing at. A quick tap instead leaves the wheel pinned open, so you can take your time and click.

The short wheel

Hold the HM Case and open the wheel, and only your favourites are on it. With fifty HMs the full wheel is a lot to read when you use six of them, and the Case is already in your hand as the activator โ€” so it doubles as the quick way in. It still fires your selection exactly as before.

Star a slot by right-clicking it in the normal wheel; a starred slot carries a gold star, and right-clicking again takes it off. The list is saved with your world.

If you have not starred anything yet, the Case opens the full wheel and says so rather than showing you an empty ring.

Letting go anywhere that is not a slot cancels too: the gap between the rings, the band between the centre and the toggles, and everywhere outside the wheel. A release that is not clearly aimed at something changes nothing, so you can open the wheel, look, and back out.


Using an active HM

Selecting an active HM does not fire it โ€” a click does. Which click is up to you, in Configuration:

Activator item What it costs you
Empty hand While an HM is selected, a bare-handed click fires it instead of punching or hand-mining
HM Case A hotbar slot. Your fist keeps working
Either (default) Nothing โ€” both work
Activator button Notes
Left-click (default) Never opens a chest or a door
Right-click Interactable blocks answer first, so a chest still opens instead of firing your HM
Either Both work

Left-click is the default. Whatever you pick, anything else in your hand keeps its normal click: tools mine, weapons swing and blocks place exactly as they always did.

Getting your fist back

If you use the empty hand as your activator, picking the centre ring of the wheel clears the selection and gives you back punching and hand-mining. Setting the activator to HM Case avoids the trade entirely.

Toggle HMs need none of this โ€” they are on the moment you switch them on in the wheel, and stay on until you switch them off.

The HM Case

A single craftable item whose only job is to be something to click with. It stores nothing, so any Case behaves like any other and there is no reason to carry two.

Chest
Diamond
Red Apricorn
Yellow Apricorn
Green Apricorn
Blue Apricorn
Black Apricorn
White Apricorn
Pink Apricorn
โžœ
HM Case

Without opening the wheel

A key per HM

Every HM has its own keybind under Options โ†’ Controls โ†’ Cobblemon Ditto HMs. They are all unbound by default โ€” binding a key per HM for you would collide with half the game โ€” so pick the two or three you reach for constantly and leave the rest to the wheel.

A keybind ignores the activator entirely: it works whatever is in your hand and wherever you are looking, which makes it the surest way to use sky-facing HMs like Fly and Magnet Rise.

Commands

/dittohm select <ability> picks an active HM, and /dittohm select none clears the selection. /dittohm use <ability> fires an active HM or flips a toggle directly. See Commands.


When an HM doesn't fire

It will tell you why, on the action bar, with a short thud โ€” still recharging, too hungry, not in water, not off the ground, or nothing in front of you to use it on. An HM that does nothing and says nothing is a bug; please report it.


HMs belong to you, not to an item

Learning is tracked per player, server-side, and survives death and world reloads. The HM Disc is only the teacher: right-click it once and it has done its job.


Disc size

Scroll on the wheel to make the discs bigger or smaller. Where you leave it is remembered on your own machine and carried between worlds โ€” the right size depends on your monitor, your GUI scale and how many HMs you happen to know, none of which a server can see.

A server can set the size everyone starts at, in the config; scrolling is your answer to it.

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