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) = (17 000) / (300) = 57
Aardorn's catch_resistance range is chosen from between 0.95 and 1.25.
shake_check:
= 524 325 / (sqrt(sqrt(100 / catch_check)) * 8) * catch_resistance ≈ TBC
Aardorn’s Catch Resistance is 0.95–1.25, so the final shake_check threshold is between TBC
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!"