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» For the guests that visit this site.
Catching Mechanics EmptyThu Apr 24, 2014 9:37 pm by Silver Evans

» was bored!!!
Catching Mechanics EmptyThu Apr 10, 2014 10:23 pm by Silver Evans

» what time is everyone here????????
Catching Mechanics EmptyWed Feb 05, 2014 3:37 pm by Silver Evans

» how do i battle on showdown
Catching Mechanics EmptyFri Jan 31, 2014 1:50 pm by Silver Evans

» heres Kaiza
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» Hai there!
Catching Mechanics EmptyWed Jan 08, 2014 1:23 am by Silver Evans

» Viridian City
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» Route Forty-Six
Catching Mechanics EmptyFri Jan 03, 2014 1:26 pm by Satoko

» How Did you Find us?
Catching Mechanics EmptyTue Dec 24, 2013 1:26 am by Keita hikage

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Fushidara
Admin
Fushidara


Posts : 217
Join date : 2012-05-15
Location : Cinnabar Island

Trainer Card
Role: Elite Four

Catching Mechanics Empty
PostSubject: Catching Mechanics   Catching Mechanics EmptyWed Jul 18, 2012 1:16 pm

Similar to leveling up, catching Pokemon will be run based on a random dice roll system. However, it's a bit more complicated.

The system will be based on the 20-sided Die. If the result is over 60, then the pokemon is caught. The number of dices rolled will be determined below.
  • 50% to 100% Health - 3 Dices
  • 25% to 50% Health - 4 Dices
  • 10% to 25% Health - 5 Dices
  • 1% to 9% Health - 6 Dices


If the wild Pokemon has a status condition, then apply the according effects to the die result.
  • Burn - Add 0
  • Poison - Add 0
  • Freeze - Add 10
  • Sleep - Add 10
  • Paralysis - Add 5

If the Pokemon is a Legendary Pokemon, apply the following effect:
  • Subtract 40 from the result


Pokeball types apply the according effects:
  • Catching Mechanics Bag_Pok%C3%A9_Ball_SpritePokeball - add 0
  • Catching Mechanics Bag_Great_Ball_SpriteGreat Ball - add 10
  • Catching Mechanics Bag_Ultra_Ball_SpriteUltra Ball - add 15
  • Catching Mechanics Bag_Master_Ball_SpriteMaster Ball - add 60
  • Catching Mechanics Bag_Safari_Ball_SpriteSafari Ball - add 10
  • Catching Mechanics Bag_Level_Ball_SpriteLevel Ball - add 0 if the player's Pokémon is the same level as or a lower level than the wild Pokémon
    add 5 if the player's Pokémon is at a higher level than the wild Pokémon but less than double it
    add 10 if the player's Pokémon is more than double but less than four times the level of the wild Pokémon
    add 20 if the player's Pokémon is of a level four times or more than that of the wild Pokémon
  • Catching Mechanics Bag_Lure_Ball_SpriteLure Ball - add 20 if fishing
  • Catching Mechanics Bag_Moon_Ball_SpriteMoon Ball - add 20 only if used on a Pokémon in the Nidoran♂, Nidoran♀, Clefairy, Jigglypuff or Skitty families
  • Catching Mechanics Bag_Friend_Ball_SpriteFriend Ball - add 0
  • Catching Mechanics Bag_Love_Ball_SpriteLove Ball - add 20 if used on a Pokémon of the same species as, but opposite gender of, the player's Pokémon
  • Catching Mechanics Bag_Heavy_Ball_SpriteHeavy Ball - subtract 10 if used on Pokémon weighing less than 451.5 lbs
    add 5 if used on Pokémon weighing between 451.5 lbs and 677.3 lbs
    add 10 if used on Pokémon weighing between 677.3 lbs and 903.0 lbs
    add 15 if used on Pokémon weighing more than 903.0 lbs
  • Catching Mechanics Bag_Fast_Ball_SpriteFast Ball - add 10 if used on a Pokémon with a base Speed of at least 100
  • Catching Mechanics Bag_Sport_Ball_SpriteSport Ball - add 10 (Used in the Bug-Catching Contest)
  • Catching Mechanics Bag_Net_Ball_SpriteNet Ball - add 15 if the target is a Bug- or Water-type Pokémon
  • Catching Mechanics Bag_Net_Ball_SpriteNest Ball - add (The target's level / 10) +5
  • Catching Mechanics Bag_Repeat_Ball_SpriteRepeat Ball - add 15 if the Pokemon has been caught previously
  • Catching Mechanics Bag_Timer_Ball_SpriteTimer Ball - add 0 if 1-10 turns
    add 5 if 11-20 turns
    add 10 if 21-30 turns
    add 15 if 31+ turns
  • Catching Mechanics Bag_Premier_Ball_SpritePremier Ball - add 0
  • Catching Mechanics Bag_Luxury_Ball_SpriteLuxery Ball - add 0
  • Catching Mechanics Bag_Dive_Ball_SpriteDive Ball - add 15 if Surfing or Diving
  • Catching Mechanics Bag_Dusk_Ball_SpriteDusk Ball - add 15 if inside a cave or at night
  • Catching Mechanics Bag_Quick_Ball_SpriteQuick Ball - add 20 if it's the first turn



Last edited by Fushidara on Sun Oct 21, 2012 8:02 pm; edited 3 times in total
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Silver Evans
Admin
Silver Evans


Posts : 960
Join date : 2012-05-13
Age : 30
Location : Azalea Town

Trainer Card
Role: Elite Four

Catching Mechanics Empty
PostSubject: Re: Catching Mechanics   Catching Mechanics EmptyWed Jul 18, 2012 1:30 pm

Catching Mechanics 1094631-2up_super here's all the pokeballs.
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Silver Evans
Admin
Silver Evans


Posts : 960
Join date : 2012-05-13
Age : 30
Location : Azalea Town

Trainer Card
Role: Elite Four

Catching Mechanics Empty
PostSubject: Re: Catching Mechanics   Catching Mechanics EmptyMon Jul 23, 2012 7:08 pm

thanks for this fushi-mekka
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Fushidara
Admin
Fushidara


Posts : 217
Join date : 2012-05-15
Location : Cinnabar Island

Trainer Card
Role: Elite Four

Catching Mechanics Empty
PostSubject: Re: Catching Mechanics   Catching Mechanics EmptyTue Jul 24, 2012 7:35 am

No problem. Just hope that it's understandable and easy to use.
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Silver Evans
Admin
Silver Evans


Posts : 960
Join date : 2012-05-13
Age : 30
Location : Azalea Town

Trainer Card
Role: Elite Four

Catching Mechanics Empty
PostSubject: Re: Catching Mechanics   Catching Mechanics EmptyThu Feb 07, 2013 11:50 pm

if your score is
0-10 the ball doesn't shake it just pops out a sec after it lands
11-29 you see the ball shake once then the pokemon pops out
30-39 you see the ball shake twice then the pokemon pops out
40-59 you see the ball shake thrice (three times) then the pokemon pops out.
60+ the ball shakes four times then stops moving. Congrats on catching the pokemon!
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Catching Mechanics Empty
PostSubject: Re: Catching Mechanics   Catching Mechanics Empty

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