Pokeballs – Dino Storage

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Author: Aleksey

Last revision: 8 Feb, 2021 at 23:57 UTC

File size: 65.69 MB

On Steam Workshop

Description:

This mod brings the concept of Pokeballs into the world of ARK.
Mod ID: 955655993

Important:
This mod is, for all intents and purposes, discontinued. No new features will be added unless stated otherwise. The mod is maintained only to keep it within stable and working conditions, but what you see if what you get in terms of features.

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 Master ball being 100%.
Calculation is based off of a few important factors:
– The dino’s missing health
– The dino’s max health
– The Pokeball’s Type
– A random factor (1-5%)
– The Pokeball’s Capture Failed debuff (more on this below)
– Whether the dino is unconscious

If your target dino is unconscious, you have a 30% chance of greater success. The lower the dino’s health, the better your chances are 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 Giganotosaurus and Titanosaur 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 10 seconds. Should you fail another capture in that time it will increase by 10 seconds and 10%. This will continue until a cap of 60 seconds and 60% detriment to your capture rate. This was put in to balance out time and 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 recommended to:
– Get it low health
– Knock it out
– Hope that RNG is on your side

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 (a Boss minion, Queen Bee’s workers, etc.)
– The target dino needs to be awake to be tamed, but the attempt is while they’re knocked out.

Features:
– Capture your dinos and store them away.
– 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.
– Pokeball PC 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 unconscious and be returned to a Pokeball in your inventory, saving them.
– Pokeball Healing Console for healing your captured dinos.
– Server Configuation. Check the Discussions area for more info.
– Pokeball Trading Console for trading your captured dinos between tribe-mates or even with those outside of Tribe.

Please check the Bug Reports Discussion section for Known Bugs and report any new ones you find, there.

Check the To-Do List Discussion to see any of the things I\’m currently working on and/or have completed for the next update.

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
– DrathDragoon33 and Laharl for support and in-depth testing