Set the HP, catch rate, and optional status. Then click "Pokéball, go!" Click the Green Flag at any time to re-initialize the project.
Thank you, Bulbapedia! This is a script that simulates the in-game calculation of Pokémon catching. Basically, it takes variables such as the Pokémon's catch rate (a species-specific number that reflects on how powerful or rare of a Pokémon it is) and its HP to come up with a modified catch rate, a number from 0 to 255 just like the original catch rate. Each ball shake is actually calculated separately using a number derived from the modified catch rate. Can't really explain it all. If you want to read more as well as find out about generation variation, go here: http://bulbapedia.bulbagarden.net/wiki/Catch_rate Things that are not implemented yet: *Different kinds of Pokéballs *Pass powers *Critical captures *Good/original animations/graphics *Being able to set maximum/current HP rather than using a percentage ...And more.