Catch rate: Difference between revisions

→‎Shake checks: G5 actually has one less check
m (→‎Generation V: Seeing as it's in the Generation V section, this can be removed.)
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In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to ''a'', the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against ''b''.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to ''a'', the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against ''b''.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.


====Generation III onwards====
====Generation III-IV onwards====
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  In a standard capture, four checks are done, and in a critical capture, only two checks are done.  All checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against ''b''; the checks fail if the generated value is greater.
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against ''b''; the checks fail if the generated value is greater.


Note that as a result of the formula, if ''a'' is 255 or greater, then ''b'' is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.
Note that as a result of the formula, if ''a'' is 255 or greater, then ''b'' is 65535 or greater, and then the Pokémon is thus guaranteed to be caught; the game does not perform shake checks in the event of a guaranteed capture before this occurs.
==== Generation V ====
Generation V's shake checks work identically to those of Generation III and IV, except that only three checks are performed in a normal capture and one in a critical capture.  In a normal capture, the Pokémon breaks free without shaking if the first check fails, while the Pokémon breaks free after one shake if the second check fails.  The Pokémon breaks free after three shakes if the third check fails.  In a critical capture, the ball will always shake once, and the Pokémon will break free or be caught depending on the check.


====Probability of capture====
====Probability of capture====
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