Gen I record Mechanics
Special thanks to a_magical_me, who started evaluating the algorithm, permit me use his notes and then provided me with an assembly intake to choose up wherein he left off. The hacking genius is mainly his.
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If you to be an avid player that Red, Blue and also Yellow, friend may have read the other capture mechanics sections and also fleetingly wondered, "But what around the time in R/B/Y as soon as it would say, "The round missed the POKéMON!"? What to be going ~ above then? how much the this stuff to be the same ago then, anyway?"
How much, indeed? as it transforms out, right any. The R/B/Y record algorithm is drastically different from that of the later on games; in particular, it yes, really is one algorithm rather than largely a simple formula. And also it is also, as it happens, quite amazing - particularly if you, prefer me, have always sort that wondered exactly how that worked. So sit back, relax, and let"s take a look in ~ the insides of the game. Or, well, if girlfriend don"t care around the insides the the game, friend can constantly skip under to the simple summary that how recording is various in R/B/Y.
Meanwhile, if all you desire to execute is find out just how likely you are to capture a Pokémon in R/B/Y, you"ll desire the catch rate calculator.Table of ContentsWhat It means
The record algorithm proper, as provided below, uses to regular wild Pokémon battles. A couple of sanity checks space handled before we obtain to the part:If you"re no in battle, friend can"t use a ball. "OAK: This isn"t the time to usage that!" If this is a trainer battle, the capture automatically fails. "The trainer clogged the BALL! Don"t it is in a thief!" If this is no the Old Man"s tutorial fight at the start of the game, then if both your party and also your existing box room full, friend can"t litter a ball. "The POKéMON crate is full! Can"t use that item!" If this is a battle versus an unidentified ghost, or if the Pokémon is a Marowak and also the player"s current location is the 6th floor of Pokémon Tower (in one unmodified game, the latter will only take place for the special ghost Marowak), the capture instantly fails. "It dodged the thrown BALL! This POKéMON can"t be caught!"
Otherwise, to recognize the result of a thrown ball, the video game executes the adhering to procedure (cleaned up and tweaked for person presentation, the course). Keep in mind that any time it speaks of division, it method integer division: the an outcome is an integer and also the remainder is merely discarded. Thus, because that example, if it claims "Divide 5 by 2", the an outcome is merely 2, not 2.5.
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What that Means
(Psst, if you don"t speak math, you deserve to skip down to the level English summary, which has practically no math at all. It"s simple, ns promise!)
So what walk this algorithm in reality mean for catching in R/B/Y? exactly how is it various from the later games? (In the rest of this discussion, I will certainly assume you room not using a understand Ball; that case is trivial and also it would certainly be a bother to keep discussing it.)
Well, first, let"s look in ~ what the structure of the algorithm in reality theoretically way for our opportunities of recording the Pokémon. (This it s okay a bit mathematical, yet bear through me.) Let"s call the Pokémon"s base catch rate C and create a ball modifier change B to stand for the variety of the an initial random number R1: 256 if the ball is a Poké Ball, 201 if the round is a an excellent Ball and 151 if the round is one Ultra Ball. (Note the this is one higher than the best numbers disputed in the algorithm above; this is since a arbitrarily integer between 0 and X inclusive deserve to take ~ above X+1 feasible values, the way that 0–2 inclusive method three values, 0, 1 and also 2.) depending upon where R1 falls in this range, three various things deserve to happen:If R1 is much less than the status variable S, the Pokémon is automatically caught.If R1 is better than or equal to S, however less 보다 or same to S + C, the game calculates a second random number R2 in between 0 and also 255 inclusive and also an HP aspect F. These numbers are then compared: If R2 is less than or equal to F, the Pokémon is caught. If R2 is higher than F, the Pokémon division free. If R1 is higher than S + C, the Pokémon breaks free.
Of the full of B possible R1 values, S of them result in the first path (auto-capture), C + 1 of castle (up to a preferably of B - S, because there are only B - S worths left) result in the second path wherein R2 and also the HP variable F are calculated, and the remainder (if any) an outcome in the third path (auto-failure). We can visualize it prefer this: