Difference between revisions of "Capturing"

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[[File:Image--022.jpg|thumbnail]]When the player faces a wild tuxemon (one without a [[trainer]]) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.  
[[File:Image--022.jpg|thumbnail|Example capture animation]]When the player faces a wild tuxemon (one without a [[trainer]]) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.  


= Purpose =  
= Purpose =  


Having capturing as part of combat adds a few features to the game:
Including capturing in combat adds a few features to the game:


# Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
# Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
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= How It Works =
= How It Works =
The main method of capturing that has been proposed is as follows:


# You buy or otherwise acquire a number of [[Capture Device]]s
# You buy or otherwise acquire a number of [[Capture Device]]s
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# Instead of taking another action in a Round like using a technique, you use a Capture Device
# Instead of taking another action in a Round like using a technique, you use a Capture Device
# It has a chance of succeeding. If it does, you catch the tuxemon. If it doesn't, then your Turn for the Round is over. You can try again later, however.
# It has a chance of succeeding. If it does, you catch the tuxemon. If it doesn't, then your Turn for the Round is over. You can try again later, however.
There are a number of factors that could be involved in catch likelihood:
* The item used
* The level of the tuxemon
* The HP of the tuxemon (current and maximum)
* The species of tuxemon (some may be harder or easier to catch)
* Conditions affecting the tuxemon
* Some property of the trainer, like if they are well-liked by their other tuxemon or by their active tuxemon
So far we have only gone with the item used, the HP of the tuxemon and conditions affecting the tuxemon - and at the moment there is only one item, so that is effectively static.


= Current System =  
= Current System =  


Catch Likelihood:
catch_check Formula:


     (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)
     (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)


    shake_check = 65536 / (255 / catch_check) ** 0.1875
shake_check Formula:


== Catch Rate ==
    = 524325 / (sqrt(sqrt(100 / catch_check)) * 8) * catch_resistance


The amount that the catch likelihood would be multiplied by.  
A random number between 0 and 65 536 is chosen and compared to this result.  


I.e. a catch resistance of 1 would mean an unchanged catch likelihood, a catch resistance of 0 would mean a monster is impossible to catch, and a catch resistance of 0.5 would mean that the mon is half as likely to be caught as standard.
The shake_check occurs four times. If any shake_check fails, the capture attempt ends immediately. If all four succeed, the capture succeeds.


If no catch resistance is specified, a default of 1 would be used.
== Example ==


== Dialogue ==
The player is trying to capture an '''Aardorn''' (Catch Rate 100) with maximum 100 HP that has taken 35 damage (current HP 65), using an ordinary [[Tuxeball]] (x1 modifier). The Aardorn has no conditions.
* It worked!
* It failed!


= Other options =
catch_check:


== Tension ==
    = (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)
    = (3 * 100 - 2 * 65) * 100 * 1 * 1 / (3 * 100)
    = (17 000) / (300)
    = 57


In a lot of catching games, there's a pause before the result is declared - perhaps with the Capture Device shaking, beeping, etc., a number of times based on the probability of the capture succeeding.
shake_check:


This adds tension and excitement, but also provides feedback: if you keep getting just one beep before the Capture Device fails, your capture chances are low.
    = 524 325 / (sqrt(sqrt(100 / catch_check)) * 8) * catch_resistance
    ≈ 56 948


A simple way to do this is to take the square root, cube root or so on of the capture chance, and test that two, three or four times. If it succeeds each time, then the capture is successful.  
Aardorn’s Catch Resistance is chosen randomly each capture attempt from between 0.95 and 1.25, so the final shake_check threshold is between 54 101 (46% chance of capture) and 71 185 (100% chance of capture).


For example, if a tuxemon has an 80% chance of being captured, and three successes are required, then the chance for each should be 93%. If the random number generator produces 13, 82 and 55, for example, the capture is successful, but if it produces 13, 82 and 99 it is unsuccessful - and if it produces 98 on the first result, it doesn't continue testing for success.
== Catch Rate and Resistance ==


== Capturing alternatives ==
Depending on what sort of monster it is, the calculation changes in two ways.
There are a few other ways that capturing could work instead:


* '''One shot:''' [[Neo Monsters]] doesn't have any items in combat. Instead, you can attempt to capture each individual monster only once. This is a great way of creating tension: do I keep lowering their health further but risk knocking them out, or do I go now but have a greater risk of failure?
Every monster has a Catch Rate (catch_rate in the formula above) of between 5% and 100%. This affects the overall chance of succeeding on the check.  
* '''Test of skill:''' In this case, you have to win a test of skill like playing a round of blackjack, or clicking a button at the right time. The more damage you do to the tuxemon/better item you use, the easier the test of skill is.
* '''Separate process:''' There could be a separate way of capturing tuxemon that is unrelated to battle. For example, defeated tuxemon could drop eggs in battle that can be hatched (like in [[Monster Sanctuary]]), or there could be a separate location you go to just for catching - no battling required.


== Blackjack Catch ==
{| class="wikitable"
! Catch rate !! # of species !! Example species
|-
| 5% || 5 species || [[Altie]]
|-
| 35% || 47 species || [[Agnigon]]
|-
| 50% || 2 species || [[Glomon]]
|-
| 70% || 142 species || [[Aardart]]
|-
| 100% || 215 species || [[Aardorn]]
|}


In this capturing method, trainers would buy Catch Cards. When they went to capture a wild tuxemon, two cards would be displayed face down next to the tuxemon. The trainer would play one Catch Card, and see the result. They could then choose to play another, and another, and so on, until they either decided to stay (test their result against the sum of the wild tuxemon's cards), or until their card total exceeded 21 - in which case the catch would be a failure.


More difficult tuxemon could begin with more cards (including a chance they'd automatically exceed 21, making them uncapturable on that attempt), and tuxemon that are weakened could have one or more cards visible when the capturing begins.  
In addition, every monster has a Catch Resistance range. The odds of a shake_check are multiplied by a random number chosen from within the monster's Catch Resistance range. The number is the same for each shake_check.


On a successful capture, all the cards could slide in under one another, and the face sprite pop up decorating the card. Instead of a box to store tuxemon in, the player would have a deck.  
{| class="wikitable"
! Lower–Upper range !! # of species !! Example species
|-
| 0.95–1.05 || 165 || [[Chromeye]]
|-
| 0.95–1.25 || 49 || [[Forturtle]]
|-
| 0.90–1.15 || 165 || [[Snaki]]
|-
| 0.85–1.10 || 28 || [[Gladiatorbug]]
|-
| 0.80–1.05 || 4 || [[Drokoro]]
|}


=== Card types ===
== Dialogue ==
 
On attempt: "Attempting capture..."
* ''Seer Card:'' Reveals one of the wild tuxemon's cards
* ''Safe Card:'' 75% chance of being under 6
* ''Daring Card:'' 75% chance of being over 6
* ''Blast Card:'' Reduces the value of wild tuxemon's cards by 1
* ''Counter Card:'' Reduces own result instead of increasing it
 
=== Pros ===
 
* The odds are transparent, both overall (easy tuxemon have two cards/lower numbers; stronger tuxemon have more cards/higher numbers) and in a particular hand
* The game is immediately understandable
* Ties in with any tuxemon card game we might make in the future
* An interesting side game with tension and drama
 
=== Cons ===
 
* Unnecessary minigame
* Unrelated to the rest of the game
* Breaks the flow of combat
* There's already a minigame of getting a wild tuxemon down to low HP
* Incoherent - where do the monster's cards come from? Why do they appear on a single card when caught, even though they were caught with two or three?
* Regular captures have already been implemented
 
== Item additions ==
 
* ''Candied Flask:'' Upon capture, the tuxemon increases in level by 1. (added [[Candy Tuxeball]])
* ''Flavoured Flask:'' The tuxemon's positive taste changes to the one specified by the flask. (added [[Hearty Tuxeball]], [[Peppy Tuxeball]], [[Refined Tuxeball]], [[Salty Tuxeball]] and [[Zest Tuxeball]])
* ''Quick Flask:'' If the capture fails, you don't lose your turn (but the flask does break as normal).
* ''Friend Flask:'' A held item. The active tuxemon attempts a capture at a certain point (no action required).
* ''Lavish Flask:'' The capture has a higher chance of succeeding. (added [[Lavish Tuxeball]])
* ''Hardened Flask:'' Doesn't break on a failed capture. (added [[Hardened Tuxeball]])
* ''Smooth Flask:'' The tuxemon likes you better after capture.
 
= Representation =
 
Most interest in capturing has actually been about what capturing represents in the story, and flavour around items, rather than the game mechanics themselves.
 
== Names ==
 
'''Tuxeball''', '''Tarball''' (after the [https://en.wikipedia.org/wiki/Tar_(computing) computing term]) and '''Zipball''' have been proposed as names for the [[Capture Device]].
 
== Ideas for varieties of Capture Device ==
 
* Mechanical ways of capturing and holding animals: Cages, boxes, sacks, traps, manacles, nests, nesting boxes, luggage
* Organic representations of life: Eggs, seeds, fossils
* Fantastical ways of holding animals: Gemstones, geodes, flasks (could be sucked into the flask through a kind of spiritual vacuum cleaner)
* Artistic representations of life: Collectable cards, statuettes, paintings, photographs
* Ways of storing information: Floppy disks, CDs
 
== Containment (Hikari) ==
 
Containment: Mostly because the concept of 'spirits' rather than flesh and blood creatures I'd actually looked to the cartoon ''Danny Phantom'' and how it uses basically a thermos to vacuum up the ghost of the week.


Instead of a bunch of tiny pokeballs, you get a thermos or jug or something of the like that you dump captured critters in. This only does final containment rather than capture though, so you would still need to buy 'regular/great/ultra balls' to catch things. However those actual capture devices break after each use (one thing I hated about pokeballs. If you fail a capture why not pick the balls up to reuse?)
If attempt fails on the first shake_check: "Capture failed immediately."


Thinking they should be called bottles. Not beer bottle shape, but still bottly shaped.
On second check: "The capture failed."


Anyway the thermos/jug can only hold so many creatures, but you can plug it into a device in healing houses to free up space. Those creatures are tagged as 'yours' by whatever this system is called so that they can be called back to you at need.
On third check: "Not this time! The capture failed."


Think of the inside of the ghostbusters containment system. Its own world where these things can move and interact. Sure they aren't generally all that smart, but it keeps them less agitated than keeping them stuffed in jars.
On fourth check: "So close! But the capture failed."


Plus it gives potential for you having to go in yourself using special gear.
On success: "Gotcha! {name} has been put in the kennel!" or "Gotcha! {name} has joined the team!"


== Binding (Tamashihoshi) ==
= Other capturing options =
Binding a spirit onto an object, like the soul of the younger brother in Full Metal Alchemist or the djinn bound to objects in Magi and the Labyrinth of Magic the djinn. Trainers would carry an individual object in which the spirits are bound. There could be a "easy to attach" spirit container the cathedral sells, where you can bind tuxemon without having great skill. (Probably works only on weak tuxemon though).


You could do this subtly by having different trainer sprites show different objects - without spelling out that this person's umbrella is their binding object, that person's amulet is their binding object. etc.
* [[Other capturing options]]

Latest revision as of 11:32, 7 October 2025

Example capture animation

When the player faces a wild tuxemon (one without a trainer) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.

Purpose[edit | edit source]

Including capturing in combat adds a few features to the game:

  1. Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
  2. Other tactics become preferable, like using conditions or using techniques that aren't so damaging
  3. Capturing comes with a monetary cost, and being sloppy with capturing carries a higher cost
  4. Customisation - in a game with different types of Capture Device, you might want to catch your tuxemon in one particular one, or have a collection

How It Works[edit | edit source]

  1. You buy or otherwise acquire a number of Capture Devices
  2. In battle, you weaken the tuxemon by damaging it, and potentially also by giving it a negative condition
  3. Instead of taking another action in a Round like using a technique, you use a Capture Device
  4. It has a chance of succeeding. If it does, you catch the tuxemon. If it doesn't, then your Turn for the Round is over. You can try again later, however.

Current System[edit | edit source]

catch_check Formula:

   (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)

shake_check Formula:

   = 524325 / (sqrt(sqrt(100 / catch_check)) * 8) * catch_resistance

A random number between 0 and 65 536 is chosen and compared to this result.

The shake_check occurs four times. If any shake_check fails, the capture attempt ends immediately. If all four succeed, the capture succeeds.

Example[edit | edit source]

The player is trying to capture an Aardorn (Catch Rate 100) with maximum 100 HP that has taken 35 damage (current HP 65), using an ordinary Tuxeball (x1 modifier). The Aardorn has no conditions.

catch_check:

   = (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)
   = (3 * 100 - 2 * 65) * 100 * 1 * 1 / (3 * 100)
   = (17 000) / (300)
   = 57

shake_check:

   = 524 325 / (sqrt(sqrt(100 / catch_check)) * 8) * catch_resistance
   ≈ 56 948

Aardorn’s Catch Resistance is chosen randomly each capture attempt from between 0.95 and 1.25, so the final shake_check threshold is between 54 101 (46% chance of capture) and 71 185 (100% chance of capture).

Catch Rate and Resistance[edit | edit source]

Depending on what sort of monster it is, the calculation changes in two ways.

Every monster has a Catch Rate (catch_rate in the formula above) of between 5% and 100%. This affects the overall chance of succeeding on the check.

Catch rate # of species Example species
5% 5 species Altie
35% 47 species Agnigon
50% 2 species Glomon
70% 142 species Aardart
100% 215 species Aardorn


In addition, every monster has a Catch Resistance range. The odds of a shake_check are multiplied by a random number chosen from within the monster's Catch Resistance range. The number is the same for each shake_check.

Lower–Upper range # of species Example species
0.95–1.05 165 Chromeye
0.95–1.25 49 Forturtle
0.90–1.15 165 Snaki
0.85–1.10 28 Gladiatorbug
0.80–1.05 4 Drokoro

Dialogue[edit | edit source]

On attempt: "Attempting capture..."

If attempt fails on the first shake_check: "Capture failed immediately."

On second check: "The capture failed."

On third check: "Not this time! The capture failed."

On fourth check: "So close! But the capture failed."

On success: "Gotcha! {name} has been put in the kennel!" or "Gotcha! {name} has joined the team!"

Other capturing options[edit | edit source]