FANDOM


For how an encounter method is defined and used, see Adding new encounter methods.
For wild Pokémon that are encountered in fixed locations, see Event encounters.
For specific Pokémon that roam between maps, see Roaming Pokémon.
For encountering Pokémon while fishing, see Fishing encounters.
For wild encounters caused by Rock Smash or Headbutt, see Obstacles.

This page describes wild Pokémon encounters. This includes how to set up random encounters (e.g. long grass, caves), and how to modify encounters based on various factors (e.g. location).

Setting wild encounters for a map

The PBS file "encounters.txt" lists all the wild Pokémon encounters for each map. Each map has its own section, which begins with that map's ID number. The section is laid out in the following order:

Order Information Description
1 Map ID number The map's ID number. This can be found in the middle of RPG Maker XP's status bar (at the bottom) while the map is open for editing.
2 Encounter densities This is a set of three comma-separated numbers, which sets the likelihood of an encounter while walking around in long grass, caves and when surfing respectively. This line is optional, and if it does not exist, the densities are set to "25,10,10". A higher number means a greater chance of an encounter with each step.

Without modifications, the chance of a wild encounter happening per step taken is the appropriate encounter density divided by 180.

3 Encounter method An encounter method. Possible encounter methods are:
  • Land - For long grass. Pokémon will appear only while moving in the grass.
  • LandDay - Same as "Land", but for encounters between 5am and 8pm. If not defined, the "Land" encounter method is used instead.
  • LandNight - Same as "Land", but for encounters between 8pm and 5am. If not defined, the "Land" encounter method is used instead.
  • LandMorning - Same as "Land", but for encounters between 5am and 10am. If not defined, the "LandDay" encounter method is used instead.
  • BugContest - Same as "Land", but for when the player is in a Bug Catching Contest. If not defined, the "Land" encounter method is used instead.
  • Cave - For caves and other maps where wild encounters can occur anywhere, not just on particular tiles. An encounter may occur after each step taken.
  • Water - For surfing. An encounter may occur after each step taken.
  • RockSmash - For when the player smashes a breakable rock.
  • OldRod - For when the player uses the Old Rod.
  • GoodRod - For when the player uses the Good Rod.
  • SuperRod - For when the player uses the Super Rod.
  • HeadbuttLow - For when Headbutt is used on a tree. These Pokémon are rare to find in a Headbutt encounter.
  • HeadbuttHigh - For when Headbutt is used on a tree. These Pokémon are common to find in a Headbutt encounter.
List of Pokémon This is a list of the Pokémon encounterable via the encounter method stated above. Each line in the list contains two or three comma-separated elements:
  1. A Pokémon species.
  2. A level.
  3. A second level. Optional. Must be higher than the first level.

If the second level is defined, the two numbers define a range of levels (inclusive) that the species can be found at. Each level in that range has an equal chance of being chosen.

The position of a species within the list determines the rarity of that species (higher up typically means more common). The list must contain a specific number of lines, which depends on the encounter method. See the table below for the encounter probabilities and list lengths for each encounter method.

A given map can have multiple encounter methods and corresponding lists of Pokémon. However, a map's section cannot have more than one of the same encounter method.

The "Cave" encounter method cannot be defined if one of "Land", "LandDay", "LandNight", "LandMorning" or "BugContest" is also defined. However, all three encounter density values are defined for all values, even though the first and second values (for tall grass and cave respectively) are mutually exclusive.

Encounter method Pokémon lists

Each encounter method has its own specific number of entries (lines). Each entry has a probability assigned to it, which states how likely it is for that line to be chosen for a wild encounter via that encounter method.

The table below lists each encounter method, along with the number of entries required for each of them and the probabilities of those entries (in order).

Encounter method Number of entries Probability of encounter
Land

LandMorning
LandDay
LandNight
Cave
BugContest

12 20, 20, 10, 10, 10, 10, 5, 5, 4, 4, 1, 1
Water

RockSmash

5 60, 30, 5, 4, 1
OldRod 2 70, 30
GoodRod 3 60, 20, 20
SuperRod 5 40, 40, 15, 4, 1
HeadbuttLow

HeadbuttHigh

8 30, 25, 20, 10, 5, 5, 4, 1

The probability of choosing a particular entry is that entry's probability divided by the sum of all probabilities for that encounter method. By default, the sum of probabilities for each encounter method is 100, meaning that an entry's probability also happens to be a percentage, but they don't have to sum to 100.

You can have the same species in multiple different entries in a defined encounter method. For example, putting Rattata in the first three lines of the "Land" encounter method means that there will be a 50% chance of encountering a Rattata: (20 + 20 + 10) / 100.

Examples

019
25,10,10
Land
SENTRET,12,15
PIDGEY,12,14
RATTATA,12
RATTATA,12
RATTATA,13
RATTATA,13
RATTATA,14
RATTATA,14
RATTATA,15
RATTATA,15
RATTATA,16
RATTATA,17

This example sets the encounters for map number 19. The probability of an encounter in tall grass is 25/180 per step, and the other two encounter densities (both 10) are irrelevant because there are no encounter methods defined that would use them.

There is one encounter method (Land), and the listed Pokémon (Sentret, Pidgey and Rattata) can be encountered at the given levels. The chances of encountering a particular species are as follows:

  • Sentret (Lv. 12-15) - 20%
  • Pidgey (Lv. 12-14) - 20%
  • Rattata (Lv. 12-17) - 60%

Both Sentret and Pidgey have an equal chance of being at each of the levels in their given ranges, but Rattata does not. Because each of the entries in which Rattata is placed have their own encounter probabilities, the chance of encountering a Rattata at a given level also depends on these entry probabilities. In this case, lower levels of Rattata are more likely to be encountered, because higher levels are in the entries with lower probability.

These probabilities can easily become very complicated.

011
25,10,10
Land
PIDGEY,16
PARAS,16
PARAS,16
RATTATA,17
RATTATA,18
PIDGEY,17
RATTATA,19
RATTATA,18
PIDGEY,19
RATTATA,18
PIDGEY,20
RATTATA,20
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
OldRod
MAGIKARP,2
GOLDEEN,3
GoodRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
SuperRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3

This example shows how a map can be defined with multiple encounter methods. The encounter methods here are "Land", "Water", "OldRod", "GoodRod" and "SuperRod" (highlighted).

Double wild battles

Main article: Partner trainer

All wild Pokémon encounters will be single wild battles, unless the player has a partner trainer. If they do, then all wild Pokémon encounters will be double wild battles instead.

In a double wild battle, Poké Balls cannot be used if both wild Pokémon are active. They can only be used if exactly 1 wild Pokémon is active (i.e. the other has fainted).

After a double wild battle, all the player's party Pokémon will be fully healed (ostensibly by the partner).

Modifying wild Pokémon

It is possible to modify many attributes of a wild Pokémon (e.g. make it shiny, choose its gender, change its stats, moveset, etc.). See Editing a Pokémon for information on which attributes can be changed. The method described below is the best way of editing a wild Pokémon.

Firstly, decide on one or more conditions under which a Pokémon should have its attribute(s) altered. In this example, the condition is Game Switch 42 being ON, but it could instead be the map, the weather, the terrain tag of the tile you're standing on, the number of Gym Badges the player has, or even an attribute of the Pokémon being encountered (such as its species or gender). There are many more possible conditions. Make sure your conditions apply only when you want them to.

Secondly, look in the script section PField_EncounterModifiers. In there are a couple of examples of the code below. You may choose to add your own copies of this code into this script section, or into a new script section to keep better track of your edits.

The basic code is as follows:

Events.onWildPokemonCreate += proc{|sender,e|
  pkmn = e[0]
  if $game_switches[42]
    pkmn.pbLearnMove(:HIDDENPOWER)
  end
}

This example will cause all wild Pokémon to know the move Hidden Power, as long as Game Switch 42 is ON when the encounter occurs.

Community content is available under CC-BY-SA unless otherwise noted.