02-28-2020, 07:53 PM
(This post was last modified: 03-22-2020, 06:08 PM by TheTainted_Wisdom.)
A small addendum: Having a ball fail to catch a Pokemon or using a healing item in battle actually doesn't require saving, and quitting out to the main menu, going to the other save, selecting the item in battle again, running, quitting, then going back to the other save file to take advantage of the glitch.
The item in question being used can be used again even if it's a healing item or you failed to catch something, but only if after the use/failed catch you do not go back into your inventory and you either KO the opposing Pokemon or run away. This is a great time-saver for anyone trying to catch Nuclear Pokemon in Nuclear Balls but happen to fail to get something like a Nuclear Barand even when leaving it at 1HP and afflicting it with a status condition before throwing (As I've had that happen multiple times even when encountering them on Route 11 when their levels are as low as they can be).
The flip side to successfuly keeping the glitch active of course is accidentally screwing it up: Although you can set it up by selecting any item you have two of and just selecting "do not use" rather than wasting one even if you don't save, selecting "do not use" in the other file will stop the glitch from working and the "Last used item" will be blank again. So if you accidentally select a special ball or medical item too early your only option is to commit and use the item, and then wait until the next battle to try again.
(The following is explored and explained more effectively in a later post)
Also, as utterly insane as it sounds, it actually IS possible for the Master Ball to fail at catching something. The only thing crazier than that is what it can fail to work on: The Pokemon on the starting route.
I managed to get a second Master Ball to get the item glitch to work and created a new file, and on the way to the first town while chucking Master Balls all over the place some of them were breaking out of them! I don't remember which ones specifically they were (in terms of level or creature) but it got to the point where using the Quick Balls were actually able to catch them more consistently than the Master Balls.
The only thing that I can guess is that it's sort of like the Nuclear Gandhi glitch from the first Civilization game where Gandhi starts off at 0 for aggressiveness and doing something that reduces aggressiveness adds a negative value, but because aggression wasn't programmed to go below 0 it ended up looping around and becoming like 999. And in this case something super low-level and with a high default catch rate like a Chiynmunk or Birbie screws with the Master Ball's function so instead of a guaranteed 100% catch rate it ends up being like 0.000001% or something.
The item in question being used can be used again even if it's a healing item or you failed to catch something, but only if after the use/failed catch you do not go back into your inventory and you either KO the opposing Pokemon or run away. This is a great time-saver for anyone trying to catch Nuclear Pokemon in Nuclear Balls but happen to fail to get something like a Nuclear Barand even when leaving it at 1HP and afflicting it with a status condition before throwing (As I've had that happen multiple times even when encountering them on Route 11 when their levels are as low as they can be).
The flip side to successfuly keeping the glitch active of course is accidentally screwing it up: Although you can set it up by selecting any item you have two of and just selecting "do not use" rather than wasting one even if you don't save, selecting "do not use" in the other file will stop the glitch from working and the "Last used item" will be blank again. So if you accidentally select a special ball or medical item too early your only option is to commit and use the item, and then wait until the next battle to try again.
(The following is explored and explained more effectively in a later post)
Also, as utterly insane as it sounds, it actually IS possible for the Master Ball to fail at catching something. The only thing crazier than that is what it can fail to work on: The Pokemon on the starting route.
I managed to get a second Master Ball to get the item glitch to work and created a new file, and on the way to the first town while chucking Master Balls all over the place some of them were breaking out of them! I don't remember which ones specifically they were (in terms of level or creature) but it got to the point where using the Quick Balls were actually able to catch them more consistently than the Master Balls.
The only thing that I can guess is that it's sort of like the Nuclear Gandhi glitch from the first Civilization game where Gandhi starts off at 0 for aggressiveness and doing something that reduces aggressiveness adds a negative value, but because aggression wasn't programmed to go below 0 it ended up looping around and becoming like 999. And in this case something super low-level and with a high default catch rate like a Chiynmunk or Birbie screws with the Master Ball's function so instead of a guaranteed 100% catch rate it ends up being like 0.000001% or something.
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▓ I'm not a pessimist, I'm a realist in a world of misery. ▓
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▓ I'm not a pessimist, I'm a realist in a world of misery. ▓
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