Personality value: Difference between revisions

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A Pokémon's '''personality value''' is an {{wp|Signedness|unsigned}} {{wp|32-bit}} {{wp|Integer (computer science)|integer}} that is created when the Pokémon is first encountered; it is set as soon as the Pokémon appears in the wild, the Pokémon's Egg is first generated/spawned on the {{pkmn|Day Care}} man or another [[Non-player character|NPC]], or the Pokémon itself is received from an NPC. As an unsigned 32-bit integer, its value can be anywhere between 0, which is represented as 00000000 00000000 00000000 00000000 (32 zeroes) in binary, and 4,294,967,295, represented as 11111111 11111111 11111111 11111111 (32 ones) in binary, inclusive. This value was introduced with the [[Pokémon data structure in the GBA|Pokémon data structure]] overhaul that occurred at the start of [[Generation III]], and is generated using the games' [[Pseudorandom number generation in Pokémon|pseudorandom number generator]].
A Pokémon's '''personality value''' is an {{wp|Signedness|unsigned}} {{wp|32-bit}} {{wp|Integer (computer science)|integer}} that is created when the Pokémon is first encountered. It is set when a Pokémon appears in the wild, when an Egg is first created on the {{pkmn|Day Care}} man or another [[Non-player character|NPC]], or when a Pokémon is received from an NPC. As an unsigned 32-bit integer, its value can be anywhere from 0 (32 zeroes in binary) to 4,294,967,295 (32 ones in binary), inclusive. This value was introduced with the [[Pokémon base stats data structure in Generation III|Pokémon data structure]] overhaul that occurred at the start of [[Generation III]], and is generated using the games' [[Pseudorandom number generation in Pokémon|pseudorandom number generator]].


For each operation, the portion of the 32-bit value used will be indicated at the beginning of the section by highlighting, unless the full value is used. The integer's full value will be known as ''p'', other values will be declared as ''p<sub>x</sub>'', ''p<sub>y</sub>'', and so on. Much of this article will be discussing values in binary.
For each application of the personality value below, the portion of the 32-bit value that is used will be indicated at the beginning of the section by highlighting, unless the full value is used. The integer's full value will be known as ''p'', other values will be declared as ''p<sub>x</sub>'', ''p<sub>y</sub>'', and so on. Much of this article discusses values in binary.


==Gender==
==Gender==
<code>00000000 00000000 00000000 <span style="background:#FF9999">00000000</span></code>
<code>00000000 00000000 00000000 <span style="background:#FF9999">00000000</span></code><br>


A Pokémon's [[gender]] is determined by the lowest eight digits (a byte) of ''p'' in binary form; essentially, <code>''p'' [[wp:modulo operation|%]] 256</code>. This value will, from here on out, be known as ''p<sub>gender</sub>''.
A Pokémon's [[gender]] is determined by the lowest eight digits (the lowest byte, highlighted in <span style="background:#FF9999">red</span> above) of ''p'' in binary form. Mathematically, this can be derived by calculating <code>''p'' [[wp:modulo operation|%]] 256</code>. Below, this value will be referred to as ''p<sub>gender</sub>''.


In a Pokémon species's [[Pokémon base stats data structure in the GBA|base stat structure]], there is a byte called the ''gender threshold'', with a value between <code>00000000</code> and <code>11111111</code>. For genderless Pokémon such as {{p|Magnemite}}, the value of this byte is <code>11111111</code>. For female only Pokémon such as {{p|Nidoran♀}}, the value of this byte is <code>11111110</code>. For male only Pokémon such as {{p|Nidoran♂}}, the value of this byte is <code>00000000</code>. Pokémon with ''both'' genders occupy the rest of the spectrum. For these Pokémon, if the value of ''p<sub>gender</sub>'' is <b>equal to or greater than</b> that of the base stat value (the gender threshold), the Pokémon is male, otherwise it is female.
In a Pokémon species' [[Pokémon base stats data structure in Generation III|base stat structure]], there is a value called the ''gender threshold'', a byte with a value ranging from 0 to 255. Genderless species of Pokémon such as {{p|Magnemite}} have a value of 255 for their gender threshold. Female-only species such as {{p|Nidoran♀}} have a value of 254 for their gender threshold, while for male only species such as {{p|Nidoran♂}} the value is 0. The remaining vlaues describe Pokémon with both genders: if ''p<sub>gender</sub>'' is greater than or equal to the gender threshold, the Pokémon is male; otherwise it is female.


{| class="roundy" style="width:auto; text-align:center; background: #C0C0FF; border: 3px solid blue;"
{| class="roundy" style="text-align:center; background: #C0C0FF; border: 3px solid blue; margin-bottom: 10px"
|-  
|-  
! colspan="2" | Base stat value
! colspan="2" | Gender threshold
! colspan="2" | Gender ratio
! colspan="2" | Gender ratio
|-  
|-  
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| 0.0%
| 0.0%
|}
|}
<br clear="all">


Because gender is determined by a greater than or equal check, Pokémon are not actually evenly distributed between male and female. For example, for a Pokémon with a 1:1 male to female gender ratio, there is actually a 129/256 (50.390625%) chance for the Pokémon to be male and 127/256 (49.609375%) chance for the Pokémon to be female.
Because the comparison to determine gender is greater than or equal, Pokémon are not actually perfectly distributed between male and female according to the ideal ratios shown above. For example, for a Pokémon with a 50/50 male/female gender ratio, there is actually a 129/256 (50.390625%) chance for the Pokémon to be male and 127/256 (49.609375%) chance for the Pokémon to be female.


==Ability==
==Ability==
If ''p'' is even, that Pokémon has the first [[Ability]] for its species. If it's odd, it has the second. If a species has only one Ability while ''p'' is odd, it gets the only Ability it can. Pokémon transferred from [[Generation III]] to [[Generation IV]] or [[Generation V]] that can get one of the new Abilities will retain the Ability they had in the previous generation; however, if they can evolve and their personality value is odd, they will get the new Ability upon evolution. For example, a {{p|Porygon}} that has the Ability Trace is brought to a Generation IV game. If it then evolves into {{p|Porygon2}}, it may keep Trace (if ''p'' is even), or it may switch to the Ability {{a|Download}} (if ''p'' is odd). The reason this happens is because although the Ability is initially determined by the personality value, the Ability is stored as a separate value in the [[Pokémon data structure in Generation IV|Pokémon data]], and alongside the IVs in Generation III. When the Pokémon evolves in Generation IV, the personality value is rechecked, and a new Ability assigned. However if this Pokémon is transferred to [[Generation VI]], it will keep its original ability slot even on evolution.
{{spading|Evolution and Abilities in Gen VI|What is the exact behavior of evolving a Pokemon from an earlier generation in Gen VI?}}
<code>00000000 00000000 00000000 0000000<span style="background:#FF9999">0</span></code>


Note that a separate bit governs whether a Pokémon has their normal Abilities or Hidden Abilities in [[Generation V]]; the personality value of a Pokémon is always set to have its first Ability in this case, so as to allow the inclusion of a second Hidden Ability in a future generation.
If a Pokémon's species has more than one [[Ability]], its Ability is determined by the lowest bit (highlighted in <span style="background:#FF9999">red</span> above) of its personality value; i.e., whether ''p'' is even or odd. If ''p'' is even (the lowest bit is 0), the Pokémon has its first Ability. If ''p'' is odd (the lowest bit is 1), it has the second.
 
If a Pokémon is transferred to a later generation where its species' Abilities have changed, it will retain the Ability it had in the earlier generation so long as it does not evolve, since the games store a Pokémon's current Ability in a value separate from its personality value. However, in Generations IV and V, when a Pokémon evolves, its personality value is rechecked and the Pokémon's Ability may change. In [[Generation VI]], however, a Pokémon from an earlier generation will keep its original Ability slot even if it evolves.
 
For example, in Generation III, {{p|Porygon}} and {{p|Porygon2}} only had the Ability {{a|Trace}}, but in Generation IV, they gained {{a|Download}} as a second Ability. If a {{p|Porygon}} from Generation III is brought to a Generation IV game, it will have Trace no matter what its personality value; if it evolves into {{p|Porygon2}}, however, it will only keep Trace if ''p'' is even.
 
A separate bit governs whether a Pokémon has their normal Abilities or Hidden Abilities in [[Generation V]]. If a Pokémon has its Hidden Ability, its personality value is always set to be even (denoting a first Ability), so as to allow the inclusion of a second Hidden Ability in a future generation{{fact}}.


==Nature (Generation III and IV only)==
==Nature (Generation III and IV only)==
In Generations {{Gen|III}} and {{Gen|IV}} a Pokémon's [[Nature]] is determined by <code>''p'' % 25</code>. From [[Generation V]] onward, the nature is untied from the personality value, and stored separately.
In Generations {{Gen|III}} and {{Gen|IV}} a Pokémon's [[Nature]] is determined by <code>''p'' % 25</code>. From [[Generation V]] onward, Nature is determined by a separate byte, unrelated to the personality value.
 
The number acquired as the remainder corresponds to the personality as follows:


{| class="roundy" style="width:auto; text-align:center; background: #C0C0FF; border: 3px solid blue;"
The result of <code>''p'' % 25</code> corresponds to the following Natures:
{| class="roundy" style="text-align:center; background: #C0C0FF; border: 3px solid blue"
|-  
|-  
! ''p'' % 25
! ''p'' % 25
Line 153: Line 158:
|Quirky
|Quirky
|}
|}
<br clear="all">


==Shininess==
==Shininess==
<code><span style="background:#FF9999">00000000 00000000</span> <span style="background:#9999FF">00000000 00000000</span></code>
<code><span style="background:#FF9999">00000000 00000000</span> <span style="background:#9999FF">00000000 00000000</span></code>
:The <span style="background:#FF9999">red value</span> will be represented as ''p''<sub>1</sub>, while the <span style="background:#9999FF">blue value</span> will be represented as ''p''<sub>2</sub>.


Whether a Pokémon is {{Shiny}} or not depends on the values of the [[Trainer ID number]], [[secret ID number]], and personality value. There is an [[Shiny Pokémon#Generations III and IV|8 in 65536 chance]] (0.012207% or 2<sup>−13</sup>) of a Pokémon being Shiny (which simplifies to 1/8192).
In Generation III or later, whether a Pokémon is {{Shiny}} depends on its [[Original Trainer]]'s [[Trainer ID number]] and [[secret ID number]] and on the Pokémon's personality value. The high half of ''p'' (highlighted in <span style="background:#FF9999">red</span> above) is referred to as ''p''<sub>1</sub> below, while the low half (highlighted in <span style="background:#9999FF">blue</span>) is referred to as ''p''<sub>2</sub>. Mathematically, ''p''<sub>1</sub> can be derived by calculating <code>''p'' / 65536</code> and rounding down the result, while ''p''<sub>2</sub> can be derived by calculating <code>''p'' % 65536</code>.


Variables ''E'' and ''F'' are declared to hold the values that result.
:<code>''S'' = ''ID<sub>Trainer</sub>'' [[wp:Exclusive or|⊕]] ''ID<sub>Secret</sub>'' ⊕ ''p''<sub>1</sub> ⊕ ''p''<sub>2</sub></code>


A bitwise {{wp|exclusive or}} operation (or "xor," written as in ''a'' ''b'' = ''c'') means "for each bit of ''a'' and ''b'', that bit of ''c'' is 1 if they are different and 0 if they are the same."' For example, 1100<sub>2</sub> 1010<sub>2</sub> = 0110<sub>2</sub>. It could also be read as "take ''a'', and flip each bit if the corresponding bit of ''b'' is 1." The operation is commutative, so it doesn't matter what order the variables go in.
A bitwise {{wp|exclusive or}} operation (or "⊕") on inputs ''a'' and ''b'', written as ''a'' ''b'' = ''c'', outputs ''c'' such that, if ''a''<sub>i</sub> (bit ''i'' of ''a'') and ''b''<sub>i</sub> are different, then ''c''<sub>i</sub> is 1; otherwise it is 0. For example, 1100<sub>2</sub> 1010<sub>2</sub> = 0110<sub>2</sub>. When exclusive or is applied to multiple inputs, as in the calculation for Shininess above, it may be more easily understood as, "If an odd number of bits (at position ''i'') are 1, output 1". This operation is {{wp|Commutative property|commutative}}.


:''S'' = ''ID<sub>Trainer</sub>'' ⊻ ''ID<sub>Secret</sub>'' ⊻ ''p''<sub>1</sub> ⊻ ''p''<sub>2</sub>
From [[Generation III|Generations III]] to [[Generation V|V]], if ''S'' < 8, the Pokémon is Shiny. In [[Generation VI]], the Pokémon is Shiny if ''S'' < 16. This is an 8 or 16 in 65536 chance of a Pokémon being Shiny.
 
From [[Generation III|Generations III]] to [[Generation V|V]], if ''S'' < 8, the the Pokémon is shiny. In [[Generation VI]], the Pokémon is shiny if ''S'' < 16.


===Example===
===Example===
As an example, let's take a Trainer whose Trainer ID is 24294 and whose Secret ID is 38834.
As an example, given a Trainer whose Trainer ID is 24294 and whose Secret ID is 38834...


:''ID<sub>Trainer</sub>'' = 24294<sub>10</sub> = 0101111011100110<sub>2</sub>
:''ID<sub>Trainer</sub>'' = 24294<sub>10</sub> = 0101111011100110<sub>2</sub>
:''ID<sub>Secret</sub>'' = 38834<sub>10</sub> = 1001011110110010<sub>2</sub>
:''ID<sub>Secret</sub>'' = 38834<sub>10</sub> = 1001011110110010<sub>2</sub>


This Trainer encounters a Pokémon whose personality value is 2814471828.
If the Trainer encounters a Pokémon whose personality value is 2814471828...


:''p'' = 2814471828<sub>10</sub> = 1010011111000001<span style="margin-left:0.2em">0110111010010100</span><sub>2</sub>
:''p'' = 2814471828<sub>10</sub> = 1010011111000001<span style="margin-left:0.2em">0110111010010100</span><sub>2</sub>
Line 182: Line 182:
:''p''<sub>2</sub> = 0110111010010100<sub>2</sub>
:''p''<sub>2</sub> = 0110111010010100<sub>2</sub>


The ''S'' value is then all of these values XOR'd together.
Then ''S'' is equal to...


:''S'' = 0101111011100110<sub>2</sub> 1001011110110010<sub>2</sub> 1010011111000001<sub>2</sub> 0110111010010100<sub>2</sub>
:''S'' = 0101111011100110<sub>2</sub> 1001011110110010<sub>2</sub> 1010011111000001<sub>2</sub> 0110111010010100<sub>2</sub>
:''S'' = 0000000000000001<sub>2</sub>
:''S'' = 0000000000000001<sub>2</sub> = 1<sub>10</sub>


''S'' is less than {{tt|8|16 in Generation VI}} in this case, so this Pokémon is Shiny.
Since ''S'' is less than {{tt|8|16 in Generation VI}}, this Pokémon is Shiny.


==Characteristic==
==Characteristic==
From [[Generation IV]] onward, Pokémon have a [[Characteristic]] which indicates their highest {{IV}}. In the case of a tie, the personality value is used to determine which stat is used.
From [[Generation IV]] onward, Pokémon have a [[Characteristic]] which indicates their highest {{IV}}. In the case of a tie, the personality value is used to determine which stat wins the tie.


The stat checked first is the stat with the index of <code>''p'' % 6</code>, then proceeding through the index list of stats (after reaching 5 the game loops back to 0). The first checked stat to be a part of the tie determines the Characteristic that is used.
The tie-breaker starts at the stat with the index <code>''p'' % 6</code> and increments the index (returning to 0 after reaching 5) if it is not one of the stats that is tied for highest. The first stat checked that is tied for highest wins the tie and will determine the Characteristic.


===Stats by index number===
{| class="roundy" style="text-align:center; background: #C0C0FF; border: 3px solid blue;"
{| class="roundy" style="width:auto; text-align:center; background: #C0C0FF; border: 3px solid blue;"
|-  
|-  
! ''p'' % 6
! ''p'' % 6
Line 222: Line 221:
<code><span style="background:#FF9999">00000000</span> <span style="background:#9999FF">00000000</span> <span style="background:#99FF99">00000000</span> <span style="background:#FFFF99">00000000</span></code>
<code><span style="background:#FF9999">00000000</span> <span style="background:#9999FF">00000000</span> <span style="background:#99FF99">00000000</span> <span style="background:#FFFF99">00000000</span></code>


{{p|Spinda}} has four spots: two on its face, and one on each of its ears. Each of the four bytes represents the coordinates of the spot on Spinda's face or ears. The first four digits of each byte represents the x-coordinate of the top left of the spot when translated into decimal notation, while the last four represent the y-coordinate of the top left of the spot when translated into decimal. There are [[Spinda (Pokémon)#Trivia|4,294,967,296 different]] spot variations.
{{p|Spinda}} has four spots: two on its face, and one on each of its ears. Each byte in the personality value represents the coordinates of one of these spots. The x-coordinate is the lower four bits of the byte and the y-coordinate is the higher four bits of the byte. These coordinates determine the position of the top-left corner of the corresponding spot.
 
While this would appear to mean that Spinda's spots have as many possible variations as there are personality values (4,294,967,296), some coordinates will place a spot off of Spinda's body or such that one wholly overlaps another. Therefore, in practice, the number of observed variations is fewer.


==Unown's letter (Generation III only)==
==Unown's letter (Generation III only)==
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''p<sub>letter</sub>'' = <code><span style="background:#FF9999">00</span><span style="background:#9999FF">00</span><span style="background:#99FF99">00</span><span style="background:#FFFF99">00</span></code>
''p<sub>letter</sub>'' = <code><span style="background:#FF9999">00</span><span style="background:#9999FF">00</span><span style="background:#99FF99">00</span><span style="background:#FFFF99">00</span></code>


In Generation III, {{p|Unown}}'s letter is taken from the modulus of the combination of the least significant 2 bits of each byte in ''p''. With A representing 0, and each letter thereafter representing the following number value (? as 26 and ! as 27), the letter can be determined by:
In Generation III, {{p|Unown}}'s letter is determined by the composite value of the least significant 2 bits of each byte in ''p''. With A representing 0 and each letter thereafter representing the following number value (with ? as 26 and ! as 27), Unown's letter can be determined by:


<code>''u<sub>p</sub>'' = ''p<sub>letter</sub>'' % 28</code>
<code>''α'' = ''p<sub>letter</sub>'' % 28</code>


In Generation II this is determined using [[individual values]]. In Generations IV and V Unown's letter is determined by a separate byte, unrelated to the personality value.
In [[Generation II]], this is determined using [[individual values]]. In Generations IV and V, Unown's letter is determined by a separate byte, unrelated to the personality value.


==Wurmple's evolution==
==Wurmple's evolution==
<code>00000000 00000000 <span style="background:#FF9999">00000000 00000000</span></code>
<code>00000000 00000000 <span style="background:#FF9999">00000000 00000000</span></code>


The value in red will be known as ''p<sub>w</sub>''; it is essentially <code>''p'' % 65536</code>.
{{p|Wurmple}}'s evolution is determined by the lower half of its personality value (highlighted in <span style="background:#FF9999">red</span> above), referred to here as ''p<sub>w</sub>''. Mathematically, ''p<sub>w</sub>'' can be derived by calculating <code>''p'' % 65536</code>.


{{p|Wurmple}}'s evolution does not depend on time of day, despite what many game guides say. In fact, the evolution is determined by taking <code>''p<sub>w</sub>'' % 10</code>. If the remainder is less than 5, Wurmple will become a {{p|Silcoon}}, and if it is greater than or equal to 5, it will become a {{p|Cascoon}}.
If the result of <code>''p<sub>w</sub>'' % 10</code> is less than 5, Wurmple will evolve into {{p|Silcoon}}. If it is greater than or equal to 5, Wurmple will evolve into {{p|Cascoon}}.


==Performance changes==
==Performance changes==
The day-to-day [[performance]] of a Pokémon, for the purposes of the [[Pokéathlon]], depends on the personality value as well as the day of the month. It also depends on Nature, which is also calculated based on personality value. The five least significant digits govern, from least significant to most significant, Power, Stamina, Skill, Jump, and Speed.
The day-to-day [[performance]] of a Pokémon in the [[Pokéathlon]] depends on its personality value and the day of the month. It also depends on Nature, which is also calculated based on personality value. The five least significant digits of ''p'' will here be referred to as ''p''<sub>0</sub> to ''p''<sub>4</sub>, in order from the least significant bit to the most significant, and they govern (in order) the attributes Power, Stamina, Skill, Jump, and Speed.


The change in performance in a particular attribute is calculated as the sum of the following factors:
The change in performance in a particular attribute is calculated as the sum of the following factors:
*'''The day of month modifier''': This modifier depends on the day of the month and one particular digit of the personality value (determined based on the attribute in question). It is calculated as (((''Day'' + ''Attribute'' + 3) × (''Day'' - ''Attribute'' + 7) + ''Personality'') mod 10) × 2 - 9, where:
*'''Day of the month modifier''': <code>( ( (''day'' + ''attribute'' + 3) × (''day'' - ''attribute'' + 7) + ''p<sub>attribute</sub>'' ) % 10 ) × 2 - 9</code>, where:
** ''Attribute'' is 0 for Power, 1 for Stamina, 2 for Skill, 3 for Jump, and 4 for Speed
** ''Day'' is the day of the month.
** ''Personality'' is the relevant value of the particular digit
** ''Attribute'' is 0 for Power, 1 for Stamina, 2 for Skill, 3 for Jump, and 4 for Speed.
*'''The Nature modifier''': This modifier depends on the Nature of the Pokémon. Each of the neutral Natures raise one attribute by 10 points while lowering another by 10 points, while the other 20 Natures each raise one attribute by 35 points while lowering another by 35 points, based on which [[stats]] they normally raise and lower.
** ''p<sub>attribute</sub>'' is the bit of ''p'' governing the current attribute.
*'''The Aprijuice modifier''': This modifier depends on the [[Aprijuice]] applied to the Pokémon. The Pokémon receives 1.5× the flavor values in the attributes corresponding to the strongest and second-strongest flavors of the Aprijuice, an additional 10-point bonus in the strongest flavor of the Aprijuice, and a penalty to the attribute corresponding to the weakest flavor of the Aprijuice based on its mildness and the sum of the Aprijuice's two strongest flavors (see [[Apriblender]] for further details).
:Note that this modifier's values range from -9 to +9, and it only takes on odd values. This also means that the day of the month modifier cycles every 10 days, excepting for Power and Speed where the modifiers for Day 1 are different from those of Days 11, 21, and 31.
 
:Since Nature is determined by the last two digits of the personality value, the Nature of a Pokémon will reveal constrains on possible values of this modifier for Power (and, to a lesser extent, Stamina). For example, a Hardy {{p|Wurmple}} (last digit of ''p'': 0 or 5) will never get a +9 or a +7 from this modifier in Power. If it evolves into a {{p|Cascoon}} (last digit of ''p'': 5), this further reveals that its best day-of-the-month modifier (+5) will be on the first day of a month only. On the other hand, a Hardy {{p|Silcoon}} will have a +5 boost six times a month (on days ending with 4 or 6).
Note that the day of month modifier is at most -9 and at most +9 (and only takes on odd values therein). Also as a result, the day of month modifier cycles every 10 days ('''exception''': for Power and Speed, the modifiers in effect for the first day of each month are different from those of Day 11, Day 21, and Day 31, though the latter three have the same modifiers).
*'''Nature modifier''': the Pokémon's Nature may raise or lower its performance in an attribute. Non-neutral Natures will add or subtract 35 points from an attribute, if the Nature positively or negatively influences the stat that corresponds to the current attribute. Neutral natures will add or subtract 10 points from an attribute depending on the Nature.
 
{| class="roundy" style="text-align: center; background: #C0C0FF; border: 3px solid blue; margin-left: 20px"
Also, since Nature is also determined by the last two digits of the personality value, the Nature of a Pokémon will constrain the day of month modifier in Power (and to a lesser extent, Stamina) for a Pokémon. For example, a Hardy {{p|Wurmple}} (last digit 0 or 5) will never get a +9 or a +7 from a day of month modifier in Power; if it evolves into a {{p|Cascoon}} (the last digit is 5) it furthermore entails that its best performance will be on the first day of each month, barring Aprijuice factors (as it has its sole +5 boost on the first day on each month)—in contrast, a Hardy {{p|Silcoon}} will have a +5 boost six times a month (on days ending with 4 or 6).
|-
 
! Attribute
{| class="roundy" style="width:auto; text-align:center; background: #C0C0FF; border: 3px solid blue;"
! Neutral +10
! Neutral -10
! Non-neutral stat (+/- 35)
|- style="background:#fff"
| Power || Hardy || Bashful || Attack
|- style="background:#fff"
| Stamina || Docile || Quirky || Defense
|- style="background:#fff"
| Skill || Quirky || Serious || Sp. Def
|- style="background:#fff"
| Jump || Bashful || Docile || Sp. Atk
|- style="background:#fff"
| Speed || Serious || Hardy || Speed
|}
*'''Aprijuice modifier''': the last [[Apriblender|Aprijuice]] the Pokémon drank affects the Pokémon's performance, depending on the strengths of the flavors in the Aprijuice.
** Strongest flavor: add ''flavor'' * 1.5 (rounded down) plus 10 to the corresponding attribute.
** Second strongest flavor: add ''flavor'' * 1.5 (rounded down) to the corresponding attribute.
** Weakest flavor: subtract ''X'' times the sum of the two strongest flavors (rounded down) from the corresponding attribute, depending on the Aprijuice's mildness...
*** 0 - 199: ''X'' = 1 - 0.1 * Rounddown( ''mildness'' / 25 )
*** 200-254: ''X'' = 0.2
*** 255: ''X'' = 0.1
:The Aprijuice flavors correspond to the performance attributes as follows:
{| class="roundy" style="text-align: center; background: #C0C0FF; border: 3px solid blue; margin-left: 20px"
|-
|-
! Flavor
! Attribute
! Attribute
! Attribute modifier
! Personality digit
! Neutral Nature +10
! Neutral Nature -10
! Other Nature stat
|- style="background:#fff"
|- style="background:#fff"
| Spicy
| Power
| Power
| 0
| Ones
| Hardy
| Bashful
| Attack
|- style="background:#fff"
|- style="background:#fff"
| Sour
| Stamina
| Stamina
| 1
| Tens
| Docile
| Quirky
| Defense
|- style="background:#fff"
|- style="background:#fff"
| Dry
| Skill
| Skill
| 2
| Hundreds
| Quirky
| Serious
| Sp. Def
|- style="background:#fff"
|- style="background:#fff"
| Bitter
| Jump
| Jump
| 3
| Thousands
| Bashful
| Docile
| Sp. Atk
|- style="background:#fff"
|- style="background:#fff"
| Speed
| Sweet
| 4
| Ten-thousands
| Serious
| Hardy
| Speed
| Speed
|}
|}
{{-}}


Note that the association of Skill and Jump to Natures is reversed relative to a Pokémon's preferred flavors. That is, a Pokémon which prefers dry food will have a +35 boost in Jump (otherwise associated with bitter foods) rather than Skill. However, giving this Pokémon a dry Aprijuice will boost its Skill, rather than its Jump.
The sum of these modifiers is then translated into a difference in stars as follows:
 
{| class="roundy" style="text-align:center; background: #C0C0FF; border: 3px solid blue;"
The calculated value is then translated into a difference in stars as follows:
{| class="roundy" style="width:auto; text-align:center; background: #C0C0FF; border: 3px solid blue;"
|-
|-
! Stars
! Stars
Line 315: Line 313:
| style="background:#fff" | 2
| style="background:#fff" | 2
| style="background:#fff" | 3
| style="background:#fff" | 3
| style="background:#fff" | 4
| style="background:#fff; {{roundytr|5px}}" | 4
|-
|-
! Score
! Score
| style="background:#fff" | < -120
| style="background:#fff" | ...-120
| style="background:#fff" | -119 - -80
| style="background:#fff" | -119...-80
| style="background:#fff" | -79 - -40
| style="background:#fff" | -79...-40
| style="background:#fff" | -39 - -15
| style="background:#fff" | -39...-15
| style="background:#fff" | -14 - 14
| style="background:#fff" | -14...14
| style="background:#fff" | 15 - 39
| style="background:#fff" | 15...39
| style="background:#fff" | 40 - 79
| style="background:#fff" | 40...79
| style="background:#fff" | 80 - 119
| style="background:#fff" | 80...119
| style="background:#fff" | > 120
| style="background:#fff; {{roundybr|5px}}" | 120...
|}
|}