Boost Types - Unariginal/MoreSparkles GitHub Wiki

Boost Types

Every boost, boost area and charm has one of the 10 types below. This page explains exactly what the multiplier changes for each one.

Important

In commands, type names must be written in UPPERCASE exactly as shown in the ID column (for example /sparkles boost start SPAWN_BUCKET ...). Tab completion suggests them for you. In config files, type names are case-insensitive, so "shiny" and "SHINY" both work.

Overview

ID Display Name What It Boosts Charm
SHINY Shiny Shiny odds Shiny Charm
EXPERIENCE Experience Experience gained Experience Charm
HIDDEN_ABILITY Hidden Ability Chance of wild spawns having their Hidden Ability Veiled Charm
EV EV EVs gained Effort Charm
IV IV IVs of Pokémon you catch, hatch or revive IV Charm
BERRY Berry Berries harvested Berry Charm
CATCH_RATE Catch Rate Catch rate Catching Charm
MARK Mark Chance of marks on Pokémon you catch or revive Mark Charm
ALPHA Alpha Alpha spawn chance Alpha Charm
SPAWN_BUCKET Spawn Bucket Chance of rarer spawn buckets Bucket Charm

The display name is what %boost_type% shows in messages. See Placeholders.

Tip

Any type can be blocked for specific Pokémon using persistent_data_key_blacklist in Config.json. By default, the IV boost skips raid Pokémon.

Shiny — SHINY

Divides the shiny rate by the multiplier. With the default Cobblemon rate of 1/8192, a 2x boost makes it 1/4096. Shiny multipliers from different sources multiply together (see How-It-Works), and the rate can never go better than 1/1.

Check it with %player_shiny_rate%, which shows the player's final rate (e.g. 4096.0 for 1/4096).

Experience — EXPERIENCE

Multiplies the experience a player's Pokémon gains, rounded to the nearest whole number.

  • Experience given by commands is never boosted.
  • Rare Candies and other experience items are skipped when experience_booster_ignores_candy is true.
  • Experience given by other mods is skipped when experience_booster_ignores_sidemod_source is true.

Hidden Ability — HIDDEN_ABILITY

Gives Pokémon that spawn near a player a chance to spawn with their Hidden Ability. The chance is:

hidden_ability_booster_base_chance × multiplier   (capped at 100%)

With the default base chance of 0.05 (5%), a 2x boost gives each spawn a 10% chance and a 4x boost gives 20%. With no boost (1x), this type does nothing, so normal Cobblemon Hidden Ability odds apply.

Check it with %player_hidden_ability_chance%.

EV — EV

Multiplies the EVs a player's Pokémon gains. The multiplier is rounded down to a whole number, so 2.5x acts as 2x and 1.5x has no effect. Use whole-number multipliers for this type.

  • Vitamins and other EV items are skipped when ev_booster_ignores_vitamins is true.
  • EVs given by other mods are skipped when ev_booster_ignores_sidemod_source is true.

IV — IV

When a player catches, hatches or revives a Pokémon from a fossil, each of its IVs is moved part of the way toward a perfect 31. How far depends on the strength:

strength = (multiplier − 1) / (multiplier − 1 + iv_booster_strength_constant)
new IV   = current IV + (31 − current IV) × strength

With the default iv_booster_strength_constant of 4:

Multiplier Strength An IV of 11 becomes
1x 0% 11
2x 20% 15
3x 33% 18
5x 50% 21
9x 67% 24

Higher multipliers keep getting closer to 31 but never make every IV perfect. A lower constant makes the boost stronger.

Check it with %player_iv_strength%.

Berry — BERRY

Multiplies the number of berries a player gets when harvesting a berry tree, up to a full stack. Like EV, the multiplier is rounded down to a whole number.

Catch Rate — CATCH_RATE

Multiplies the catch rate of Pokémon a player throws a Poké Ball at, up to the maximum catch rate of 255.

Mark — MARK

When a player catches a Pokémon or revives one from a fossil, it gets an extra roll for marks, with each mark's normal chance multiplied by the multiplier. This type has no effect at 1x.

Alpha — ALPHA

Makes Alpha Pokémon more likely to spawn near a player. MoreSparkles scans Cobblemon's spawn pool for every spawn entry that can produce an Alpha (including herds), then multiplies both the chance of picking those entries and the weight of the spawn buckets they're in.

This works with custom Alpha spawn files too, whatever bucket they're in.

Check it with %player_alpha_bucket_chance%, which shows the combined chance of rolling a bucket that contains Alphas.

Spawn Bucket — SPAWN_BUCKET

Evens out the spawn bucket weights near a player, so uncommon, rare and ultra-rare Pokémon spawn more often and common ones less often. Each bucket's weight is raised to the power of 1 / multiplier, which pulls every bucket toward equal odds as the multiplier grows. The boss bucket keeps the same share relative to the other buckets.

This type doesn't make every bucket equally likely at any normal multiplier; it narrows the gap between them.

Check it with %player_bucket_chance <bucket>%, for example %player_bucket_chance rare%.

See Also

  • How-It-Works: how multipliers from different sources combine.
  • Config.json: the Experience, EV, Hidden Ability, IV and blacklist settings used above.
  • Placeholders: every placeholder mentioned on this page.
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