Capturing
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
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
- Other tactics become preferable, like using conditions or using techniques that aren't so damaging
- Capturing comes with a monetary cost, and being sloppy with capturing carries a higher cost
- 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
- You buy or otherwise acquire a number of Capture Devices
- In battle, you weaken the tuxemon by damaging it, and potentially also by giving it a negative condition
- 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.
Current System
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
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) = (170) / (300) = 0.57
Aardorn's catch_resistance range is chosen from between 0.95 and 1.05.
shake_check:
= 524 325 / (sqrt(sqrt(100 / catch_check)) * 8) * catch_resistance ≈ 18 009
Aardorn’s Catch Resistance is 0.95–1.05, so the final shake_check threshold is between 17,108 and 18,909.
Catch Rate and Resistance
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
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!"