Pokemon Ruby/Sapphire - Berries, Berry Blender, and Pokeblocks
Planting Berries
Growth Stages
There are five stages to a berry's growth:
- One X Berry was planted here.
- X has sprouted.
- This X plant is growing taller.
- These X flowers are blooming cutely/prettily/very beautifully.
- There are (number) X Berries!
To find the time it takes for a Berry plant to advance to the next stage, refer to the "Grows in" line for the respective berry in the list of berries and divide that number by 4.
Berry Yield
The game uses this formula to find the number of berries a plant gives.
X = ( ( (A-B)*(D-1)+C )/4 )+B
where:
- A=Maximum number of berries per plant (see "Grows" line in the list of berries)
- B=Minimum number of berries per plant
- C=Random number from 0 through (A-B)
- D=Number of growth stages during which the player watered the berry plant. If D is equal to 0, X equals B and this formula is not used.
Berry Blender
Placing Berries in a Berry Blender will create a PokeBlock.
Mechanism
- Decrement begins at 0
- C and D begin at 0
- Speed begins at 128 (minimum)
- Miss - subtract int(256/Players) from Speed
- Direct Hit - if Speed >= 1500, add int(128/Players) to Speed; else add int(384/Players) to Speed
- Hit - if Speed < 1500, add int(256/Players) to Speed
//Calculating RPM B=Speed*360000 if(B&0x80000000)//B is negative B+=0xFFFF RPM=(B/0x10000)/100Every cycle:
- When decrement reaches 5, return to 0; else add 1 to decrement
- Decrease Speed by decrement
- Speed=max(128,Speed)
- Adjust angle of pointer by Speed (will move counterclockwise)
- Hit: C = (Speed/70)+C
- Direct Hit: C = (Speed/55)+C
- While C is less than D, add 2 to D
- Stop Berry Blender when D reaches 1000
In-Game Participants
The Berries that the player's partners choose to put into the Berry Blender are based on what Berry the player chooses.
| Player | Mister | Laddie | Lassie |
|---|---|---|---|
| CHERI | ASPEAR | RAWST | PECHA |
| CHESTO | CHERI | ASPEAR | RAWST |
| PECHA | CHESTO | CHERI | ASPEAR |
| RAWST | PECHA | CHESTO | CHERI |
| ASPEAR | RAWST | PECHA | CHESTO |
| No. modulo 5 = 1, Enigma | CHERI | PECHA | RAWST |
| No. modulo 5 = 2 | CHESTO | RAWST | ASPEAR |
| No. modulo 5 = 3 | PECHA | ASPEAR | CHERI |
| No. modulo 5 = 4 | RAWST | CHERI | CHESTO |
| No. modulo 5 = 0 | ASPEAR | CHESTO | PECHA |
PokeBlocks
The color and level of the PokeBlock created is based on the flavors of the berries blended in, and of the maximum RPM attained.
A PokeBlock internally consists of seven bytes: five for the intensity of each flavor; one for its color; and one for its feel. Details on these values are described below.
Level and Intensity
Level is defined as the intensity of the most prominent flavor in the PokeBlock (its "primary flavor"). Intensity is a single byte from 0 to 255. A PokeBlock increases a Pokemon's Contest attribute by the intensity of the respective flavor. See the PokeBlock generator for information on how the intensity of a Pokeblock's flavors is calculated.
Color
The color of a Pokeblock is generally implicit from its flavors.
- 01: Red - Spicy
- 02: Blue - Dry
- 03: Pink - Sweet
- 04: Green - Bitter
- 05: Yellow - Sour
- 06: Purple - Two flavors, primary flavor is Spicy
- 07: Indigo - Two flavors, primary flavor is Dry
- 08: Brown - Two flavors, primary flavor is Sweet
- 09: LiteBlue - Two flavors, primary flavor is Bitter
- 0A: Olive - Two flavors, primary flavor is Sour
- 0B: Gray - Three flavors
- 0C: Black - Three flavors, low level
- 0D: White - Four flavors
- 0E: Gold - One or two flavors, high level (greater than 50)
A Black PokeBlock is created when the total intensities of all five flavors are the same, or when two or more of the same berry are blended in. A Black PokeBlock has three flavors that are randomly determined and that have an intensity of 2.
Feel
Feel involves an internal smooth factor specific to each Berry. (See the list of berries for smooth factors.) Feel has a minimum of 0 and a maximum of 255.
Feel = (A/B)-B
where:
- A = Sum of the smooth factors of all berries
- B = Number of berries
Pokeblock Generator
Flavors
The flavor of a PokeBlock affects a Pokemon's performance in a Pokemon Contest.
- Spicy (raises Coolness)
- Dry (raises Beauty)
- Sweet (raises Cuteness)
- Bitter (raises Smartness)
- Sour (raises Toughness)
If a Pokemon likes a flavor, the respective Contest attribute for that Pokemon is increased by X+int(X/10) where X is the flavor's intensity.
If a Pokemon dislikes a flavor, the respective Contest attribute for that Pokemon is increased by X-int(X/10) where X is the flavor's intensity.
If a Pokemon neither likes nor dislikes a flavor, the respective Contest attribute for that Pokemon is increased by the flavor's intensity.
If a Pokemon has a Contest attribute of at least 200, the player can receive the respective Scarf from the Chairman. (As an exception, in the Ruby and Sapphire version, a Pokemon with a high smartness is needed to obtain a Yellow Scarf.)