Catch a Monster Scripts & Game Mechanics
Understand the Roblox Catch a Monster game mechanics, formulas, and community scripts
Educational Purpose Only
These scripts and formulas are shared for educational purposes to help players understand game mechanics. Do not use third-party scripts or exploits in Roblox games as it violates Roblox Terms of Service.
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Third-party scripts may violate Roblox Terms of Service and could result in account bans. We do not endorse or guarantee the safety of any scripts listed below. Use them at your own discretion.
Catch A Monster Script #1
Auto Farm, Auto Catch, and various automation features.
loadstring(game:HttpGet("https://raw.githubusercontent.com/gumanba/Scripts/main/CatchaMonster"))()Catch A Monster Script #2
Alternative script with Auto Farm and Auto Catch features.
loadstring(game:HttpGet("https://raw.githubusercontent.com/NatsumeMikuX/CatchaMonster/refs/heads/main/Main.lua"))()Catch A Monster Infinity Script
Auto Farm, Auto Catch, Auto Quest - Undetected features.
_G.Settings = {}
loadstring(game:HttpGet('https://raw.githubusercontent.com/Nicuse101/CustomScripts/refs/heads/master/GrowAGarden', true))()Catch A Monster Mobile Script
Auto Collect, Auto Bubble, Auto Sell - Mobile compatible.
loadstring(game:HttpGet("https://pastebin.com/raw/BKYPXiU8"))()Catch A Monster Infinity Mobile Script
Auto Farm, Auto Catch, Auto Sell - Mobile compatible.
loadstring(game:HttpGet("https://pastebin.com/raw/XnHpQuLe"))()Catch A Monster Free GUI
Auto Farm, Auto Click, Auto Sell with GUI interface.
loadstring(game:HttpGet("https://nicuse.xyz/MainHub.lua"))()Catch A Monster Xeno Script (No Key)
Auto Farm, Auto Catch, Teleport - No key required.
loadstring(game:HttpGet("https://raw.githubusercontent.com/MIKEDRIPZOWSKU/test/refs/heads/main/SmorgsHubBGSI.lua", true))()Catch A Monster BGSI Script
Auto Bubble, Auto Hatch Eggs, Auto Farm features.
loadstring(game:HttpGet('https://raw.githubusercontent.com/rybowe/rybowescripts/main/release.lua'))()Catch A Monster Best Auto Farm Script
Auto Farm, Auto Hatch, Auto Catch - Popular community script.
loadstring(game:HttpGet('https://raw.githubusercontent.com/rybowe/rybowescripts/main/release.lua'))()Game Mechanics & Formulas
Understanding how Catch a Monster works under the hood.
Damage Calculation
The base damage formula in Catch a Monster takes into account attack stats, type advantages, and grade modifiers.
-- Damage Calculation Formula
local function calculateDamage(attacker, defender)
local baseDamage = attacker.attack
local typeMultiplier = getTypeMultiplier(attacker.type, defender.type)
local gradeBonus = getGradeBonus(attacker.grade)
local finalDamage = baseDamage * typeMultiplier * gradeBonus
-- Random variance (±10%)
local variance = 0.9 + (math.random() * 0.2)
finalDamage = finalDamage * variance
return math.floor(finalDamage)
end
-- Type Multipliers
-- Super Effective: 1.5x
-- Not Very Effective: 0.5x
-- Normal: 1.0xType Advantage Matrix
Understanding type matchups is crucial for effective battling.
-- Type Advantage System
local typeChart = {
Fire = {
strongAgainst = {"Grass", "Ice"},
weakAgainst = {"Water", "Rock"}
},
Water = {
strongAgainst = {"Fire", "Rock"},
weakAgainst = {"Grass", "Electric"}
},
Grass = {
strongAgainst = {"Water", "Rock"},
weakAgainst = {"Fire", "Ice", "Flying"}
},
Electric = {
strongAgainst = {"Water", "Flying"},
weakAgainst = {"Ground"}
},
Normal = {
strongAgainst = {},
weakAgainst = {}
}
}
local function getTypeMultiplier(attackerType, defenderType)
local chart = typeChart[attackerType]
if table.find(chart.strongAgainst, defenderType) then
return 1.5 -- Super effective
elseif table.find(chart.weakAgainst, defenderType) then
return 0.5 -- Not very effective
end
return 1.0 -- Normal damage
endGrade Bonus System
Higher grade monsters have better base stats and multipliers.
-- Grade Stat Multipliers
local gradeMultipliers = {
E = 1.0, -- Base stats
D = 1.15, -- +15% stats
C = 1.30, -- +30% stats
B = 1.50, -- +50% stats
A = 1.75, -- +75% stats
S = 2.00, -- +100% stats (2x)
SS = 2.50 -- +150% stats (2.5x)
}
local function getGradeBonus(grade)
return gradeMultipliers[grade] or 1.0
end
-- Example: SS grade monster has 2.5x the base stats
-- A level 1 SS Wattoad would have stats equivalent to
-- a much higher level E grade WattoadXP & Leveling System
Experience points are gained through battles. The amount varies based on enemy level and type.
-- XP Calculation
local function calculateXP(defeatedMonster, playerMonster)
local baseXP = defeatedMonster.baseXPValue
local levelDiff = defeatedMonster.level - playerMonster.level
-- Level difference bonus/penalty
local levelMod = 1 + (levelDiff * 0.1)
levelMod = math.clamp(levelMod, 0.5, 2.0)
-- 2x XP gamepass check
if player:HasGamepass("2xXP") then
levelMod = levelMod * 2
end
return math.floor(baseXP * levelMod)
end
-- XP Required for Level Up
local function xpToNextLevel(currentLevel)
-- Exponential growth formula
return math.floor(100 * (currentLevel ^ 1.5))
end
-- Level 1 → 2: 100 XP
-- Level 10 → 11: ~316 XP
-- Level 50 → 51: ~3,535 XPFusion Mechanics
The fusion system combines 5 monsters of the same type and grade into a higher grade version.
-- Fusion System Logic
local FUSION_REQUIREMENT = 5
local gradeOrder = {"E", "D", "C", "B", "A", "S", "SS"}
local function canFuse(monsters)
if #monsters ~= FUSION_REQUIREMENT then
return false, "Need exactly 5 monsters"
end
local firstType = monsters[1].type
local firstGrade = monsters[1].grade
for _, monster in ipairs(monsters) do
if monster.type ~= firstType then
return false, "All monsters must be same type"
end
if monster.grade ~= firstGrade then
return false, "All monsters must be same grade"
end
end
-- Check if already max grade
if firstGrade == "SS" then
return false, "Cannot fuse SS grade monsters"
end
return true
end
local function fuseMonsters(monsters)
local baseMonster = monsters[1]
local currentGradeIndex = table.find(gradeOrder, baseMonster.grade)
local newGrade = gradeOrder[currentGradeIndex + 1]
-- Create new monster with upgraded grade
local fusedMonster = {
type = baseMonster.type,
grade = newGrade,
level = 1, -- Reset to level 1
-- Stats recalculated based on new grade
}
return fusedMonster
endCatch Rate Formula
Once defeated, monsters have a 100% catch rate. The grade of the caught monster is determined at spawn.
-- Grade Spawn Rates (estimated)
local gradeSpawnRates = {
E = 0.40, -- 40% chance
D = 0.25, -- 25% chance
C = 0.18, -- 18% chance
B = 0.10, -- 10% chance
A = 0.05, -- 5% chance
S = 0.018, -- 1.8% chance
SS = 0.002 -- 0.2% chance
}
local function determineSpawnGrade()
local roll = math.random()
local cumulative = 0
for grade, rate in pairs(gradeSpawnRates) do
cumulative = cumulative + rate
if roll <= cumulative then
return grade
end
end
return "E" -- Default
end
-- Note: Actual rates may vary
-- Some areas may have modified rates