Johto Safari Zone: Difference between revisions

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Access to the Safari Zone is not automatic. Before players can traverse Routes {{rtn|47|Johto}} and {{rtn|48|Johto}} to get to the area, they must heal [[Glitter Lighthouse]]'s sick {{p|Ampharos}}, [[Amphy]]. Only then will Baoba phone the player and announce that the Safari Zone is open for business.
Access to the Safari Zone is not automatic. Before players can traverse Routes {{rtn|47|Johto}} and {{rtn|48|Johto}} to get to the area, they must heal [[Glitter Lighthouse]]'s sick {{p|Ampharos}}, [[Amphy]]. Only then will Baoba phone the player and announce that the Safari Zone is open for business.
== Details ==
The Johto Safari Zone works identically to the [[Great Marsh]]: Pokémon are made easier or harder to catch by modifying the [[catch rate]] of a Pokémon.  Each Pokémon appearing in the Safari Zone also has an escape rate, representing the probability that they flee from battle; a Pokémon's escape rate is identical across all [[Generation IV]] games (however, their escape rates are not defined in games which they cannot be found in their Great Marsh or Safari Zone).  As a rule of thumb, Pokémon at higher evolutionary levels generally have lower escape rates.
At the start of an encounter, both the catch rate and escape rate are set to their species defaults.  When bait is thrown, it lowers the escape rate by one stage, but has a 90% chance of also lowering the catch rate by one stage.  When mud is thrown, it raises the catch rate by one stage, but has a 90% chance of raising the escape rate by one stage.  Stages for catch rates and escape rates work identically to [[stat stage]]s: they can be raised as high as +6 and as low as -6, where 0 is the starting stage; multipliers at each stat stage also work identically.
At the end of each turn, a random number between 0 and 254 is generated.  If it is less than the modified stat stage, the Pokémon escapes.


==Areas==
==Areas==
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