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 Catching Mechanics

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

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Role: Elite Four

PostSubject: Catching Mechanics   Wed 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:
  • Pokeball - add 0
  • Great Ball - add 10
  • Ultra Ball - add 15
  • Master Ball - add 60
  • Safari Ball - add 10
  • Level 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
  • Lure Ball - add 20 if fishing
  • Moon Ball - add 20 only if used on a Pokémon in the Nidoran♂, Nidoran♀, Clefairy, Jigglypuff or Skitty families
  • Friend Ball - add 0
  • Love Ball - add 20 if used on a Pokémon of the same species as, but opposite gender of, the player's Pokémon
  • Heavy 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
  • Fast Ball - add 10 if used on a Pokémon with a base Speed of at least 100
  • Sport Ball - add 10 (Used in the Bug-Catching Contest)
  • Net Ball - add 15 if the target is a Bug- or Water-type Pokémon
  • Nest Ball - add (The target's level / 10) +5
  • Repeat Ball - add 15 if the Pokemon has been caught previously
  • Timer Ball - add 0 if 1-10 turns
    add 5 if 11-20 turns
    add 10 if 21-30 turns
    add 15 if 31+ turns
  • Premier Ball - add 0
  • Luxery Ball - add 0
  • Dive Ball - add 15 if Surfing or Diving
  • Dusk Ball - add 15 if inside a cave or at night
  • Quick 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
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Location : Azalea Town

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

here's all the pokeballs.
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Silver Evans
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Age : 22
Location : Azalea Town

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

thanks for this fushi-mekka
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Fushidara
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Join date : 2012-05-15
Location : Cinnabar Island

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

No problem. Just hope that it's understandable and easy to use.
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Silver Evans
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Age : 22
Location : Azalea Town

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Role: Elite Four

PostSubject: Re: Catching Mechanics   Thu 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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PostSubject: Re: Catching Mechanics   Today at 2:16 pm

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