function calculateCatchRate() {
var baseCatchRate = parseFloat(document.getElementById("baseCatchRate").value);
var levelDifference = parseFloat(document.getElementById("levelDifference").value);
var statusModifier = parseFloat(document.getElementById("statusModifier").value);
var isCriticalHit = parseFloat(document.getElementById("isCriticalHit").value); // Although typically 1, it's included for completeness
var ballBonus = parseFloat(document.getElementById("ballBonus").value);
var customModifier = parseFloat(document.getElementById("customModifier").value);
var resultDiv = document.getElementById("result");
if (isNaN(baseCatchRate) || isNaN(levelDifference) || isNaN(ballBonus) || isNaN(customModifier)) {
resultDiv.innerHTML = "Please enter valid numbers for all fields.";
return;
}
// Generation 7 Catch Rate Formula (simplified for common inputs)
// The full formula is complex and involves specific Pokémon stats.
// This version focuses on the multipliers that are generally user-adjustable.
// The actual catch formula involves A * (3 – 2B/3) * C / 3 * D * E * F
// Where:
// A = Base Catch Rate
// B = Target's HP (current/max) – this is often the most variable and complex part.
// C = Ball Bonus
// D = Status Modifier
// E = Critical Hit Bonus (often 1 unless specifically implemented)
// F = Custom Modifier / Other Factors (like level difference, but this is highly simplified here)
// For simplicity in this calculator, we'll adjust the base catch rate by the factors.
// We are assuming a "standard" HP factor if not explicitly calculated.
// The level difference can affect the difficulty in various ways, sometimes it's a direct multiplier,
// sometimes it affects the HP factor. We'll apply a simplified multiplier for level difference.
// A negative level difference (player higher level) usually makes catching EASIER.
// A positive level difference (opponent higher level) usually makes catching HARDER.
// This is a heuristic approximation.
var levelModifier = 1.0;
if (levelDifference > 0) {
levelModifier = 1.0 – (levelDifference * 0.05); // Roughly 5% harder per level difference
if (levelModifier < 0.1) levelModifier = 0.1; // Minimum modifier
} else if (levelDifference < 0) {
levelModifier = 1.0 + (-levelDifference * 0.02); // Roughly 2% easier per level difference (less impact than harder)
}
// We can't calculate the HP factor (B) without knowing current/max HP.
// For demonstration, let's assume a common scenario where the HP factor is around 1.5 (e.g., target is at 1/3 HP)
// This is a MAJOR simplification. A more accurate calculator would require HP inputs.
var assumedHPMultiplier = 1.5; // Represents (3 – 2B/3) where B is the ratio of current HP to max HP. Higher B means lower multiplier.
var finalCatchRate = (baseCatchRate * assumedHPMultiplier / 3) * ballBonus * statusModifier * isCriticalHit * customModifier * levelModifier;
// The actual final step is generating a random number and comparing.
// The resulting 'finalCatchRate' is used in a formula like: floor(2097152 / sqrt(sqrt(16711680 / finalCatchRate)))
// which determines the number of shakes. For simplicity, we will just display the calculated multiplier.
// Or, we can display the probability of success on the first shake (if the random number is less than finalCatchRate)
// Let's calculate the probability of a single shake succeeding.
// This is often calculated by floor(16777216 * (finalCatchRate / 255)) as a target value.
// A simpler probability interpretation:
var catchProbability = Math.min(finalCatchRate / 255, 1.0); // Cap at 100%
resultDiv.innerHTML =
"Calculated Catch Multiplier: " + finalCatchRate.toFixed(2) + "" +
"Estimated Probability of Catching on First Shake: " + (catchProbability * 100).toFixed(2) + "%";
}
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font-family: sans-serif;
border: 1px solid #ccc;
padding: 20px;
border-radius: 8px;
max-width: 600px;
margin: 20px auto;
background-color: #f9f9f9;
}
.calculator-wrapper h2 {
text-align: center;
color: #333;
margin-bottom: 20px;
}
.input-group {
margin-bottom: 15px;
display: flex;
align-items: center;
gap: 10px;
}
.input-group label {
flex: 1;
min-width: 180px;
font-weight: bold;
color: #555;
}
.input-group input[type="number"],
.input-group select {
flex: 1;
padding: 8px;
border: 1px solid #ccc;
border-radius: 4px;
box-sizing: border-box;
}
.calculator-wrapper button {
display: block;
width: 100%;
padding: 10px 15px;
background-color: #4CAF50;
color: white;
border: none;
border-radius: 4px;
font-size: 16px;
cursor: pointer;
transition: background-color 0.3s ease;
margin-top: 20px;
}
.calculator-wrapper button:hover {
background-color: #45a049;
}
#result {
margin-top: 20px;
padding: 15px;
background-color: #e7f3fe;
border: 1px solid #b3e0ff;
border-radius: 4px;
text-align: center;
}
#result p {
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#result strong {
color: #007bff;
}
Understanding the Catch Rate Calculator (Generation 7)
This calculator helps estimate the probability of successfully catching a Pokémon in Generation 7 games (like Pokémon Sun, Moon, Ultra Sun, and Ultra Moon). Catching a Pokémon involves a complex formula that determines the chance of success with each Poké Ball thrown.
Key Factors:
Base Catch Rate: This is an inherent value assigned to each Pokémon species, representing how inherently easy or difficult it is to catch. Legendary Pokémon typically have very low base catch rates, while common Pokémon often have higher ones.
Level Difference: While not a direct multiplier in the core formula for all generations, the level of the wild Pokémon relative to your own can influence game mechanics and player strategy, indirectly affecting catch success. This calculator includes a simplified heuristic for level difference to give a general idea of its impact. A higher level wild Pokémon is generally harder to catch.
Status Modifier: Inflicting a status condition on the wild Pokémon significantly increases your catch rate. Sleep and Freeze offer the largest boost, followed by Burn, Poison, and Paralysis. A Pokémon with no status condition has a modifier of 1.
Critical Hit: In some older generations, a critical hit during a catch attempt would improve the catch rate. This feature is typically not present in Generation 7's core catch mechanics, but the input is retained for broader compatibility if future modifications or specific game interactions were to be considered. For standard Gen 7 gameplay, this value usually remains 1 (No).
Ball Bonus: Different types of Poké Balls offer varying bonuses. The standard Poké Ball has a bonus of 1. More specialized balls, like the Ultra Ball (1.5x bonus) or Master Ball (effectively infinite bonus), will greatly increase your chances.
Custom Modifier: This field allows for any additional multipliers or factors not covered by the standard formula. This could be used for specific in-game events, items, or unique battle conditions that might influence catch rates. It defaults to 1, meaning no additional modification.
How it Works (Simplified):
The calculator takes your inputs and applies them to a modified version of the Generation 7 catch formula. The formula essentially calculates a "catch value" based on the Pokémon's base catch rate, your ball's bonus, any status conditions, and other factors. This value is then compared against a random number generated by the game. The higher the calculated "catch value" (or the resulting probability), the more likely the Poké Ball is to successfully capture the Pokémon.
Important Note: The true catch formula is quite complex and depends heavily on the target Pokémon's current HP relative to its maximum HP. This calculator uses an assumed HP multiplier for demonstration purposes. For precise calculations, you would need to know the exact HP ratio of the target Pokémon.
Example:
Let's say you're trying to catch a Rockruff (Base Catch Rate: 190) that is 3 levels lower than your Pokémon (-3 Level Difference). You're using an Ultra Ball (Ball Bonus: 1.5), and you've managed to put it to Sleep (Status Modifier: 2.5). You are not using a Critical Hit, and there are no other special modifiers (Custom Modifier: 1).
Base Catch Rate: 190
Level Difference: -3 (results in a slight positive modifier, e.g., 1.06)
Status Modifier: 2.5 (Sleep)
Ball Bonus: 1.5 (Ultra Ball)
Custom Modifier: 1
Assumed HP Multiplier: 1.5 (assuming the Rockruff is at about 1/3 HP)
The calculator will combine these factors to give you an estimated probability. With these inputs, you'd expect a significantly higher chance of catching the Rockruff compared to using a regular Poké Ball on a fully healthy, awake Pokémon.