77,625
edits
(I just kind of thought contain is about something more tangible, like water contained in a glass, non?) |
(→Mechanics: Rewriting, using TeX markup | Not sure if the Analysis section is actually that helpful, it's largely based on pre-existing content) |
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All headbuttable trees contain wild Pokémon, but different trees have different chances of creating an encounter after Headbutt is used. The headbuttable trees in an area also generate their encounters from different sets of Pokémon depending on whether they have moderate encounter chances or low encounter chances. For example, on {{rt|44|Johto}}, trees with moderate encounter chances may only contain {{p|Spearow}} or {{p|Aipom}}, while trees with a high encounter chance may also contain {{p|Heracross}}. | All headbuttable trees contain wild Pokémon, but different trees have different chances of creating an encounter after Headbutt is used. The headbuttable trees in an area also generate their encounters from different sets of Pokémon depending on whether they have moderate encounter chances or low encounter chances. For example, on {{rt|44|Johto}}, trees with moderate encounter chances may only contain {{p|Spearow}} or {{p|Aipom}}, while trees with a high encounter chance may also contain {{p|Heracross}}. | ||
=== | ===Encounter mechanics=== | ||
The encounter rate and encounter table of each tree depends on the tree's index and the player's [[Trainer ID number]]. | |||
The tree's index is an integer from 0 to 9, which depends on its X and Y coordinates on the map—that is, its distance from the westernmost and northernmost edges, respectively. Specifically, the tree's index is calculated using the following formula. | |||
:< | :<math>TreeIndex = \left\lfloor \frac{X \cdot Y + X + Y}{5} \right\rfloor \bmod 10</math> | ||
The encounter rate and tree type depends on the last digit of the player's Trainer ID. | |||
* If a tree's index is equal to that ID digit, the tree is a "high-encounter tree" and its encounter rate is 80%. | |||
* If the tree's index is one of the next four indices after that ID digit (wrapping back around to 0 after 9), the tree is a "moderate-encounter tree" and its encounter rate is 50%. | |||
* Otherwise, the tree is a "moderate-encounter tree" and its encounter rate is 10%. | |||
====Encounter rate by index and Trainer ID==== | |||
The following is a table depicting the encounter rate of the tree, based on the tree index and the last digit of the player's Trainer ID. Tree indexes are displayed in rows, while Trainer ID digits are displayed in columns. | |||
An 80% encounter rate indicates the tree is a "high-encounter tree". Otherwise it is a "moderate-encounter tree". | |||
{| class="wikitable" | |||
! | |||
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 | |||
|- | |||
! 0 | |||
| 80% || 10% || 10% || 10% || 10% || 10% || 50% || 50% || 50% || 50% | |||
|- | |||
! 1 | |||
| 50% || 80% || 10% || 10% || 10% || 10% || 10% || 50% || 50% || 50% | |||
|- | |||
! 2 | |||
| 50% || 50% || 80% || 10% || 10% || 10% || 10% || 10% || 50% || 50% | |||
|- | |||
! 3 | |||
| 50% || 50% || 50% || 80% || 10% || 10% || 10% || 10% || 10% || 50% | |||
|- | |||
! 4 | |||
| 50% || 50% || 50% || 50% || 80% || 10% || 10% || 10% || 10% || 10% | |||
|- | |||
! 5 | |||
| 10% || 50% || 50% || 50% || 50% || 80% || 10% || 10% || 10% || 10% | |||
|- | |||
! 6 | |||
| 10% || 10% || 50% || 50% || 50% || 50% || 80% || 10% || 10% || 10% | |||
|- | |||
! 7 | |||
| 10% || 10% || 10% || 50% || 50% || 50% || 50% || 80% || 10% || 10% | |||
|- | |||
! 8 | |||
| 10% || 10% || 10% || 10% || 50% || 50% || 50% || 50% || 80% || 10% | |||
|- | |||
! 9 | |||
| 10% || 10% || 10% || 10% || 10% || 50% || 50% || 50% || 50% || 80% | |||
|} | |||
====Analysis==== | |||
Since X and Y are interchangeable in the tree index formula, it is possible to "fix" one dimension to consider traveling along the other. Substituting "Z" for the fixed axis and "n" for the axis that will be traversed, the formula becomes: | |||
:<math> | |||
\begin{align} | |||
TreeIndex &= \left\lfloor \frac{Z \cdot n + Z + n}{5} \right\rfloor \bmod 10 \\ | |||
&= \left\lfloor \frac{(Z + 1) \cdot n + Z}{5} \right\rfloor \bmod 10 | |||
\end{align} | |||
</math> | |||
This result shows that, if a single row or column of trees is traversed, moving to an adjacent tree increases the tree's index by <math display="inline">\tfrac{Z + 1}{5}</math> (modulo 10), where ''Z'' is the distance of that row or column from its origin edge (north or west). This means that the closer a row or column is to the edge, the slower the indices of those trees change as the row or column is traversed. | |||
===Pokémon=== | ===Pokémon=== |