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Luck manipulation (Generation III): Difference between revisions

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>Sherkel
(Ah, the days of my youth...like the scent of fresh Nomel berries.)
 
>Sherkel
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{{incomplete|a ton of stuff}}
 
<!-- Possible structure:
Basic terms
Ruby & Sapphire (dead battery)
- ID (only possible in this game)
- stationary encounters
- wild encounters
Emerald
- same sections, explain IDs
FireRed & LeafGreen (just say no)
- see Emerald, but...
Ruby & Sapphire (live battery) (just say no)
- see dead battery, but...
LCG values, memory locations
Emulator tips? (probably off-topic) -->
 
 
The current seed is calculated by multiplying the previous one by $41C64E6D, adding $6073, and then taking the result modulo $100000000. This happens once per frame outside of battle, and twice per frame when in battle. {{clarify}}
 
Emerald's initial seed is always 0. When the internal battery has run dry in Ruby and Sapphire, the initial seed is always $5A0. Thus, in these games, a Pokémon with a desired IV spread or PID (which determines shininess) can be obtained by setting a timer when the game is reset and encountering the Pokémon within a 1 frame window. However, complications may arise with Method H encounters. {{clarify}} <!-- I forget the details of the inconsistent H methods... -->
 
When playing Ruby or Sapphire through the emulator in Pokémon Box, Rayquaza's stats are generated by Method 4 as opposed to Method 1. {{clarify}}This presumably applies to other stationary encounters as well.
 
In Emerald, the [[Battle Video exploit]] can be used to set the RNG seed to any given value once it rolls around the first time, eliminating wait times up to 828 days long. <!-- 2^32 / (60 * 3600 * 24) -->
When playing Ruby or Sapphire through the emulator in Pokémon Box, Rayquaza's stats are generated by Method 4 as opposed to Method 1. {{clarify}}
 
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#[https://pokerng.forumcommunity.net/ The New Order of Breeding]
#[https://www.smogon.com/ingame/rng/ Smogon University]
#Hozu from Smogon for the anecdote about Box
 
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