Park
Connections
A. Lion Mountain
Locations
Sign a:
- "Pepper Park: See exotic monsters and take them home!"
Events
Billie Encounter
- Hey NAME! Maybe I'll see you deeper in the park. Bet I'll catch more than you!
Entrance
Characters
Magician (gray hair) Elroy:
- "Welcome to Pepper Park. Entry is $500. You'll get 25 Park Tuxeball. Are you ready?"
(if enough money)
- "Enjoy your experience!"
- Player receives 25 Park Tuxeball
(if not enough money)
- "Unfortunately you don't have enough money!"
Florist (fiery hair) Emily:
- "Welcome!"
Cave
The cave will allow the player to reach 3 additional piece of grass.
Characters
- "Many parks limit or even prohibit scientific activities, but we are at the forefront of ecological knowledge!"
Park
The main zone where the park experience is played.
Characters
Magician (fiery hair) Guardian:
- "Do you want to interrupt your experience?"
(if yes, the player gets teleported back to the entrance. It loses all the Park Tuxeball)
- "Fingers crossed your next encounter is with a friendly one!"
- "There are fences for the visitors, but no fences around the park for the monsters, and that’s the way a park is supposed to be."
- "I think the park has done a pretty good job of being everyone’s friend."
Park (South)
The secondary zone (south side).
Old Cabin
An old cabin in the South zone.
Alerts
(when 100 steps left)
- "You still have (variable_steps) steps left!"
Encounters (Wild Monsters)
There are 15 zones (grass), technically each one could trigger different monsters.
- to_complete
Mechanics
There are 4 options when bumping into a random wild monster:
- Ball (throw a Park Tuxeball)
- Doll (throw a doll, try to attract and facilitate capture)
- Food (throw food, try to attract and facilitate capture)
- Run (run away)
(stuff below -> I'm going to move somewhere else when completed)
Base Catch Rate (BCR)
Base Catch Rate: range 0.01 - 0.99 (eg common 0.35, uncommon 0.2, rare 0.12, legendary 0.03)
Monster Bonus (MB)
- Level Factor (LF): A multiplier based on the monster's level.
Item Bonus (food)
- Food Effectiveness (FE): The base effectiveness of the food item.
Examples Food:
- Apple - 1.1 base effectiveness
- Berry - 1.2 base effectiveness
- Bread - 1.0 base effectiveness
- Golden Apple - 1.5 base effectiveness
- Dragon Meat - 1.8 base effectiveness
- Forbidden Juice - 2.5 base effectiveness
- Mythical Nectar - 2.0 base effectiveness
- Stardust Cookie - 2.0 base effectiveness
Item Bonus (food)
- Doll Effectiveness (DE): The base effectiveness of the doll item.
Examples Dolls:
- Pairagrin Doll - 1.1 base effectiveness
- A Doll - 1.2 base effectiveness
- B Doll - 1.0 base effectiveness
- C Doll - 1.5 base effectiveness
- D Doll - 1.8 base effectiveness
- E Doll - 2.5 base effectiveness
- F Doll - 2.0 base effectiveness
- G Doll - 2.0 base effectiveness
Time of Day Bonus (TDB)
- A multiplier based on the time of day. Dawn (0.95), Morning (1.0), Afternoon (1.05), Dusk (1.1), Night (0.9).
Seasonal Bonus (SB)
- A multiplier based on season of year. Winter (0.9), Spring (1.05), Summer (1.0), Autumn (0.95).
Random Factor (RF)
- A random number between 0 and 1.
Formula
* catch_rate = (BCR * LF) * (FE * DE) * RF * TDB * SB