Catch rate: Difference between revisions

2,049 bytes added ,  10 May 2011
G1 catch method added.
m (→‎Generation V: - fixed red link)
(G1 catch method added.)
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{{m|Transform}} will change a Pokémon's catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.
{{m|Transform}} will change a Pokémon's catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.


==Exact formula==
== Capture Method (Generation I) ==
The capture method in [[Generation I]] differs significantly from those of later generations.  To determine whether a Pokémon is caught or not, the following is performed:
 
# If a [[Master Ball]] is used, the Pokémon is caught.
# If a [[Poké Ball]] is used, generate a random number from 0 to 255.  If a [[Great Ball]] is used, generate a random number from 0 to 200.  Otherwise, generate a random number from 0 to 150.
# If the generated value is less than 25 and the Pokémon is asleep or frozen, the Pokémon is caught.  If the generated value is less than 12 and the Pokémon is paralyzed, burned, or poisoned, the Pokémon is caught.
# If the generated value is greater than the catch rate of the Pokémon, the Pokémon breaks free.  Otherwise, generate a random value between 0 and 255.  If ''f'' is greater or equal to this value, the Pokémon is caught.  Otherwise, the Pokémon breaks free.  If the Pokémon breaks free, do the following:
#* Compute ''d''.  If ''d'' ≥ 256, the ball shakes three times before it breaks free.
#* Otherwise, compute ''d'' × ''f'' / 255.  Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned.  If this value is less than 10, the ball misses the Pokémon completely.  If it is less than 30, the ball shakes once before it breaks free.  If it is less than 70, the ball shakes twice before it breaks free.  Otherwise, the ball shakes three times before it breaks free.
 
The variables above are computed as follows:
* ''d'' = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.
* ''f'' = (HP<sub>max</sub> * 255 / Ball Factor) / (HP<sub>current</sub> / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result).  The Ball Factor is 8 if a Great Ball is used, and 12 otherwise.  The resulting value may not be larger than 255, in which case 255 is used instead.
 
==Capture Method (Generation II and later)==
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the "shake probability" and then performing "shake checks".  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.
The exact formula in [[Generation III]] and onwards are based on three parts: determining the modified catch rate, calculating the "shake probability" and then performing "shake checks".  The formula in [[Generation II]] is similar, but the formula in [[Generation I]] is entirely different.


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