Have you dreamed of being a Pokémon Trainer, to go around catching Pokémons and wild creatures!?
NOW YOU CAN!
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Proudly presenting: The Poké Ball Mod!!!
The Poké Ball mod is the first mod from the PokéRim mod series, an ambitious long term project that we had announced on 4th April 2017 (http://walkingproblem.com/2017/04/04/announcement-of-tentative-plans-for-pokerim-pokemon-mod-for-rimworld/).
This mod introduces the Pokeballs, which are a form of one-use grenades, which can be used to tame wild animals to become part of your colony. Each of them can be crafted with the appropriate researched required done.
Gone are the days, where you wonder how on earth rimworld, are you going to finally get a pet panther.
Now its possible!
Grizzly Bear? Sure!
Cobras? Why not!?
Thrumbo? Are you good enough to catch it? =P
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FEATURES:
– 5 Types of Pokeballs: Apricorn, Poké Ball, Great Ball, Ultra Ball, Master Ball
– 5 Research for each of the Pokeballs
– Pokeballs are craftable using vanilla structures (crafting spot for apricorn, machining table for the rest)
– Intricate mathematical combat calculations to determine success or failure
– Pokeball capture attempt’s stats and calculation viewable from error log
– Colonist that successfully tame a wild animal will gain animal skills experience
– Amount of skills gained from taming is according to the combat power of the animal
– Colonist’s animal tamed stats will be updated with each successful tame using a pokeball
– Tales will tell of how your colonists tamed the animals
– You can bash up the animal to make it easier to tame!
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POKÉ BALLS:
A primative form of poké ball, made from using wild berry and some simple materials, for use to capture and tame wild animals.
WorkToMake: 1000
Cost: 1 x RawBerries, 5 x Steel
ProducedAt: Crafting Spot
ResearchRequirement: Apricorns
MarketValue: 120
PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: none
Range: 7.9
warmupTime: 1.5
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.8
AccuracyMedium: 0.6
AccuracyLong: 0.4
Standard Poké Ball
WorkToMake: 2000
Cost: 1 x Component, 8 x Steel
ProducedAt: Machining Table
ResearchRequirement: Pokeball
MarketValue: 250
PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7
Great Poké Ball
WorkToMake: 3500
Cost: 3 x Component, 10 x Steel
ProducedAt: Machining Table
ResearchRequirement: GreatPokeball
MarketValue: 415
PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: 3 cells radius
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7
Ultra Poké Ball
WorkToMake: 4500
Cost: 5 x Component, 10 x Steel
ProducedAt: Machining Table
ResearchRequirement: UltraPokeBall
MarketValue: 625
PokeBallLevel: 100 (+1.0 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7
Master Poké Ball
WorkToMake: 10000
Cost: 25 x Component, 3 x Steel, 2 x Gold
ProducedAt: Machining Table
ResearchRequirement: MasterPokeBall
MarketValue: 4500
PokeBallLevel: 200 (+2.0 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7
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Poké ball Combat System
How the maths / dice roll works:
Difficulty = Wildness of animal (which means 0 = totally not wild, 1 = totally wild)
CombatPower = Default combat power listed in which animal (this determines how many elephants vs boomrats will appear in a manhunter event) / 200 <--- elephant is 310, thrumbo is 600, boomrat is 50
AnimalHealth = By percentage of health. 100% health = 1, 10% health = 0.1
So the “PokemonLevel” = Difficulty + CombatPower + AnimalHealth
CASTER
Random Number = between 0 – 1.0 (this is for randomness)
CasterStats = Animal Taming Skills ( Animal Skills 0 = 0, Animal Skills 20 = 0.22) x 10 <-- This is in accordance to the vanilla game, where a level 20 will have 22% chance of successful tame
PokeballLevel = Weapon Damage / 100
Pokeball Caster’s “diceroll” = Random Number + CasterStats + PokeballLevel
So the determination of whether is a successful tame, depends on which number is bigger. PokemonLevel or Caster.
If PokemonLevel > Caster, taming fail.
If PokemonLevel < Caster, Success!
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For some reference (full health):
Chicken: 1.11
Boomrat: PokemonLevel 2.0
Panther: PokemonLevel 2.575
Elephant: PokemonLevel 3.3
Thrumbo: PokemonLevel 4.985
Level 0 Caster (with pokeball of damage 50): 0.5 ~ 1.5
Level 20 Caster (with pokeball of damage 50): 2.7 ~ 3.7
Every Animal Skills Level gains 0.11 in CasterStats stats.
After each pokeball hit (not miss), you will be able to check the stats behind the Pokeball Battle, and figure out what should be your next move.
If it fails, should you get another colonist with higher animal skills?
Or should you use a higher level pokeball?
Or should you bash up and down the animal and try again (a downed animal can lose as much as 0.7 points in their PokemonLevel points)?
Its your choice!~
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OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35971.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver1-1/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1162860582
DEVELOPER’S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
credit: SFX from youtube.com/TheBlindTrainer
translation: RicoFox233 临时の工作服 (Chinese)
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VER1.1 UPDATE NOTE
Just a quick update to the codes, after qjqqwerty informed me on steam that the casterStats is x5 to the animal taming chance than the x10 I have mentioned in the description. It was a mistake, it supposed to be x10 (I forgot to update the codes).
Thus this update.
Sorry for any Thrumbo taming failures~ ={{{
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VER 1.1 CHANGELOG:
– Amended the mistake in the CasterStats (x10, not x5)
– Added RicoFox233 临时の工作服’s Chinese Translation