Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(starting counting all the things i'v mentioned/pointed out)
(oh dear god i'v increased poor alekseys workload drasticly)
-(OwO)- "evil grin"
Still it's amazing to see you progressing so much and so fast.
Once this mods done i plan on making it my servers primary taming method :3
Also a way so i dont need a 50 by 50 pen for all our dinos xD
I hear ya. My servers pretty much look the same. I might leave a few out there as guard dogs, but the majority of them are going to the PC. :)
Just saw the patch notes O.O
You are amazing dude.
They get released just the ball stays on the ground in place forever.
Sorry should of been more specific.
Saw your descriptions still the same and that it's confusing some people so rewrote it let me know what you think :3
This mod brings the concept of Pokeballs into the world of ARK.
I intend this to be a fun alternative to the standard KO-and-feed method.
Simply craft a Pokeball, equip it, and throw it at your target dino.
Each Pokeball type (Pokeball, Greatball, Ultraball, Masterball) has its own catch rate, with Masterball being 100%.
Calculation is based off of a few important factors:
The Dinos Missing Health,
The Dinos Max Health,
The Pokeballs Base Capture Rate,
A Small Bit Of 1-5% Randomness,
If The Pokeball Debuff Is Active, "More on this further down"
And Whether Or Not The Dino Is Unconcious.
If your target dino is unconcious, you have a 30% chance of greater success.
The lower the dino's health, the better your chances at capturing them.
For balance the chance drops by 2% per 1,000 max health a dino has making stronger dinos and better breeding dinos harder to catch.
This system also makes it so the giga and titan can only be caught with the master ball due to their excessive health pool.
When a pokeball fails to capture a dino it gains a -10% capture chance for 5 seconds,
Should you fail another capture in that time it will increase by 5 seconds and 10%,
This will continue til it is 30 seconds and 60%.
This was put in to Balance out time to effort.
Do you put in that little bit of extra effort for a better pokeball or take longer with weaker ones?
Capturing a dino at full health has a 0% chance for all but the masterball which will always capture the dino.
So it is recommanded to:
Get it low health,
Knock it out,
Prey to the rng gods. "Very Important"
Pokeballs will NOT work under the following conditions:
- The target dino has a rider.
- The target dino is not a part of your tribe.
- The target dino is not tameable; the ball will bounce off of these cases.
- The target dino is a minion "Boss minion, bee minion".
Features:
- Capture your dinos and store them away. Hell, you can even store them in other dinos.
A dino in a Pokeball, in the inventory of a Dino in a Pokeball; The possiblities are endless "they're actually rather specific. :)"
- Release a captured dino near an enemy target dino to have your dino target and attack them.
- Tames have max-effectiveness: extra levels are 50% of the base level of the captured dino.
- PC Structure for storing your captured dinos.
- Dinos are protected from death after being released from a Pokeball.
If a dino is about to die, they will go unconcious and be returned to a Pokeball in your inventory, saving them.
- Pokeball Healing Console for healing your captured dinos.
Please check the Bug Reports Discussion section for Known Bugs and report any new ones you find, there.
Mod ID: 955655993
Check the to-do list to see any known bugs, up coming fixs ect.
Credits:
- French Grandpa. His Pocket Cages mod gave me inspiration to take the idea in my own direction
- Mystic Academy for taking the time to discuss some finer points of his Pokemon Evolved mod and for models.
- Mezzo from the forums/Discord for general help
- Impulse for some help with the hit detection logic
- Fate (-{SoH}-) for his extremely helpful beta testing and ideas.
I totaly love ur idea and wanna see it become one of the games most popular mods.
Don't feel like you're taking over the mod because in the end, I still have the final say. The fact that I've gone through so many of your suggestions means that I just think they're good enough to be in the mod. :)
For example, with the formula. I'm not a mathmatician, but a programmer. My understanding of things comes from logic and language over numbers, so when it comes to things like that, I'm horrible and not too big to admit it. You're being extremely helpful and I prefer that over silence from my community, because really, I need you guys to make this mod the best it can be.
I'm not sure what the other modder's attitudes are, but that's mine.
Just glad my ideas have been to your liking =-)
Maybe we should add eachother instead of putting in thousends of comments through your mod xD
"Possible Features:
- Icon names for easy identification within the PC UI (attempted, hated the result)"
How about a drop down list at the top, that will only show captured balls, of the types that exist in that PC, furthermore, Id like to be able to designate multiple PC's to auto store certain types, Like setting a check on all carnivors, and a different PC that has all herbavores, while a third, is set to only dinos with "A-Team"in thier name.
Just an idea ;)