Catch rate: Difference between revisions

→‎Capture Method (Generation I): Minor error in G1 formula
(→‎Capture Method (Generation I): Minor error in G1 formula)
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# 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 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 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:
# If the previous value (the generated value less than the status amount) 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.
#* 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.
#* 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.
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