Various ID Notes - 3rd Generation - R\S\E\FR\LG
Values derived from a Pokemon's ID
Each Pokemon comes with a 32 bit identifier, generated at random, which determines significant information about the uniqueness of the Pokemon.
Nature
The ID modulo 25 identifies the nature of a Pokemon. Shown here are the taste preferences of Pokemon with those natures (what PokeBlocks they like), and the stats to increase and decrease.
Hex = Nature (Like, Dislike) +Stat increase, -Stat decrease
00 = Hardy [neutral]
01 = Lonely (Spicy, Sour) +Attack, -Defense
02 = Brave (Spicy, Sweet) +Attack, -Speed
03 = Adamant (Spicy, Dry) +Attack, -Special Attack
04 = Naughty (Spicy, Bitter) +Attack, -Special Defense
05 = Bold (Sour, Spicy) +Defense, -Attack
06 = Docile [neutral]
07 = Relaxed (Sour, Sweet) +Defense, -Speed
08 = Impish (Sour, Dry) +Defense, -Special Attack
09 = Lax (Sour, Bitter) +Defense, -Special Defense
0A = Timid (Sweet, Spicy) +Speed, -Attack
0B = Hasty (Sweet, Sour) +Speed, -Defense
0C = Serious [neutral]
0D = Jolly (Sweet, Dry) +Speed, -Special Attack
0E = Naive (Sweet, Bitter) +Speed, -Special Defense
0F = Modest (Dry, Spicy) +Special Attack, -Attack
10 = Mild (Dry, Sour) +Special Attack, -Defense
11 = Quiet (Dry, Sweet) +Special Attack, -Speed
12 = Bashful [neutral]
13 = Rash (Dry, Bitter) +Special Attack, -Special Defense
14 = Calm (Bitter, Spicy) +Special Defense, -Attack
15 = Gentle (Bitter, Sour) +Special Defense, -Defense
16 = Sassy (Bitter, Sweet) +Special Defense, -Speed
17 = Careful (Bitter, Dry) +Special Defense, -Special Attack
18 = Quirky [neutral]
Note that preference to certain tastes affects a Pokemon's stats. For instance, if a Pokemon's nature indicates that it likes spicy, its Attack will increase, but if not, its Attack will decrease.
Gender
The low byte of the ID contains the Pokemon's gender value. According to the Pokemon, this byte could mean that the Pokemon is male or female.
If Pokemon species is... Range of female
12.5% female 0-30
25% female 0-63
50% female 0-126
75% female 0-190
Of course, this byte is ignored if the species is genderless, always male, or always female. A Pokemon can have no gender at all, if it was obtained from Mirage Island. In that case, the gender value will be 0.
Unown shape
To find the Unown shape, take the lowest
two bits in each byte of the ID, and combine them together:
A=(id>>24)&0x03;
B=(id>>16)&0x03;
C=(id>>8 )&0x03;
D=(id )&0x03;
Unown=D|(C<<2)|(B<<4)|(A<<6);
The lowest 5 bits of the resulting byte contains the Unown
shape.
Wurmple
If a Wurmple's ID modulo 10 is greater than or equal to 5, it will evolve into Cascoon; else Silcoon.
Ability
If a Pokemon's ID number is even, it has the first ability possible for that species; else the second ability.
Stats
The game uses these formulas to find a Pokemon's stats.
HP = int((int((A*2+B+int(C/4))*D/100)+D+10
Other Stats = int((int((int((A*2+B+int(C/4))*D/100)+D+5)*E)
where:
- A = Pokemon's Base Stat
- B = Pokemon's Individual Value
- C = Pokemon's Effort Value
- D = Pokemon's Level
- E = Normally equal to 1.
If the Pokemon's nature increases the stat by 10%, E =
(110/100).
If the Pokemon's nature decreases the stat by 10%, E =
(90/100).
As an exception, Shedinja's HP is always 1 (its Base HP is
1).
Hidden Power
HP Type = round((A+B+C+D+E+F)*15/63)
- A through F are initially 0.
- If HP IV is odd, A=1.
- If Attack IV is odd, B=2.
- If Defense IV is odd, C=4.
- If Speed IV is odd, D=8.
- If Special Attack IV is odd, E=16.
- If Special Defense IV is odd, F=32.
HP Base Damage =
round((A+B+C+D+E+F)*40/63)+30
- A through F are initially 0.
- If BIT1(HP IV) is 1, A=1.
- If BIT1(Attack IV) is 1, B=2.
- If BIT1(Defense IV) is 1, C=4.
- If BIT1(Speed IV) is 1, D=8.
- If BIT1(Special Attack IV) is 1, E=16.
- If BIT1(Special Defense IV) is 1, F=32.
Encounters
Each area has a probability of Pokemon appearing, expressed as a value of 1, 4, 9, 10, 20, 25, 30, and 35.
Whenever the player takes a step in which Pokemon could appear, the game uses this formula:
X = Y * 16
where:
- Y = Encounter value
- If a random number from 0 to 2874 exclusive is less than X, a Pokemon will appear.
Modifications
- If the Mach Bike or Acro Bike is used, multiply by 4/5.
- If the Black Flute had been used, multiply by 1/2. If the White Flute had been used, multiply by 3/2.
- If the first Pokemon in party has a Cleanse Tag, multiply by 2/3.
- If the first Pokemon in party has Stench, multiply by 1/2. If the first Pokemon in party has Illuminate, multiply by 2/3. (In either case, ignore if the Pokemon holds a Cleanse Tag.)
Damage
The basic damage formula remains unchanged from previous Pokemon versions. The difference (a small one) is that the random number is from 85 to 100 and is divided by 100.
Experience
Whenever a Pokemon defeats another Pokemon, it gains Experience points (EXP). The amount of EXP a Pokemon is worth is based on a formula which has remained constant among all Pokemon versions.
Two growth rates were added in Ruby and Sapphire: their maximum experience values are 600,000 and 1,640,000.
See the Experience table.
Trainer ID
The trainer ID is 32 bits long. Only the lower 16 bits is visible - on the player's Trainer Card.
Critical Hit Method
- Set C to 0
- If Focus Energy is in effect for attacker, add 2 to C.
- If attack is one marked as "good chance for a Critical Hit", add 1 to C.
- If attacker is Chansey with Lucky Punch, add 2 to C.
- If attacker is Farfetch'd with Stick, add 2 to C.
- If attacker has Scope Lens attached, add 1 to C.
- The critical hit ratio is as follows:
- C = 0: 1/16
- C = 1: 1/8
- C = 2: 1/4
- C = 3: 1/3
C = 4 or more: 1/2
Notes on breeding
Breeding in Ruby and Sapphire is similar to breeding in previous versions.
Species
The species hatched from the egg is that of the female, usually, in the lowest stage. There are a few exceptions:
- One of the Pokemon can be a Ditto, but not both. The baby will be the species that isn't the Ditto. For the purposes of breeding, the Ditto will have the gender that the other isn't.
- The species hatched from a Nidoran(f) is either Nidoran(m) or Nidoran(f).
- The species hatched from an Illumise is either Illumise or Volbeat.
- If neither parent is holding a Lax Incense and the baby species would be Wynaut, the baby species is Wobbuffet instead.
- If neither parent is holding a Sea Incense and the baby species would be Azurill, the baby species is Marill instead.
Ability
The baby inherits the mother's ability if both species can have that ability. Otherwise, the chosen ability is random.
Moves
The baby initially has all moves it would have at level 5. The baby can inherit other moves from its parents, in this order:
- The baby will inherit a move if the mother knows it and it's an egg move for the baby's species.
- The baby will inherit a move if the mother knows it and it can be taught to the baby's species through a TM or HM.
- The baby will inherit a move if both the mother and father know it and the baby's species could learn it by leveling up.
- If the father is a Pikachu and holds a Light Ball and the baby is a Pichu, the baby will learn Volt Tackle.
Nature
A random nature is chosen for the baby, indirectly through generation of a personality ID. As an exception, in the Emerald version, there is a (32767/65536) chance that the baby will gain the nature of the holder of Everstone if that holder is a Ditto or the baby's mother.
Miscellaneous
Status Effects
When a Pokemon is poisoned or burned, it loses HP at the end of every round, and not at the end of its turn, as in previous versions. Outside of battle, if poisoned, 1 HP is lost every 4 steps.
Level Gains and HP
When a Pokemon gains a level, its current HP is its new HP minus the HP lost before the level gain.