Cobblemon Catch On Defeat

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Cobblemon Catch On Defeat

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Adds a new aspect to Pokemon in Cobblemon that, when defeated in 1v1 wild combat, causes them to join the player's team.

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NeoForge
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Minecraft

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Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
MIT License
Latest Version
catchondefeat-neoforge-1.6.1-1.5.2.jar

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Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Catch on Defeat

v1.6.1-1.5

Modrinth

CurseForge

GitHub

What if…

…Pokémon could be captured when defeated, instead of via PokéBall?

Features

  • Spawn specific Pokémon that can be defeated in order to be caught, or set it so that everybody can be “caught” this way.
  • Optional confirmation screen when a defeated Pokémon wants to join your team.
  • Optionally heal Pokémon that join the party through this mechanic.
  • Optionally prevent regular captures, and make it so that Pokémon must be “caught” this way.
  • Optionally connect/disconnect individual events regarding the joins, including capture for accepted join and release for rejected joins.

Dependencies

Testing

With access to commands, run the following command in your world:

/pokespawn aipom catch_on_defeat=yes

Then, try throwing any old type of PokeBall at the Aipom that was spawned. By default, it will refuse to be caught and give you a feedback message saying you must defeat it to catch it. Get into battle with it, beat it up until it faints, and it’ll join your team (healed, by default).

Player Help

How it works

Config Options

Addon Dev Help

Data Pack Help

Pokémon Custom Properties

Resource Pack Help

Translations

Resources

Mod Dev Help

Events

Known Issues

  • As this uses Cobblemon Tim Core’s custom Pokémon properties logic, there is a known issue where loading up the first world in a single player session will not show the autocomplete for the custom Pokémon properties in commands. The property still works, it’s just the autocomplete that’s weird.
  • v1.6.1-1.5.0 had an overly-specific version requirement for Tim Core. Loosened it up to that or later.

Roadmap

If you’d like to keep up with the work being done on the mod, please join the Discord and subscribe to notifications on the channel for this content. You can also keep track of the to do list available on the mod’s main page.

Feedback

If you have any questions or requests concerning the mod, or just want to drop by and say hi, visit us over at the Discord!

Support

If I've made something you enjoyed or helped you make something, please consider dropping a tip in the cup and mention how I helped if you'd like!

Catch on Defeat

v1.6.1-1.5

Modrinth

CurseForge

GitHub

What if…

…Pokémon could be captured when defeated, instead of via PokéBall?

Features

  • Spawn specific Pokémon that can be defeated in order to be caught, or set it so that everybody can be “caught” this way.
  • Optional confirmation screen when a defeated Pokémon wants to join your team.
  • Optionally heal Pokémon that join the party through this mechanic.
  • Optionally prevent regular captures, and make it so that Pokémon must be “caught” this way.
  • Optionally connect/disconnect individual events regarding the joins, including capture for accepted join and release for rejected joins.

Dependencies

Testing

With access to commands, run the following command in your world:

/pokespawn aipom catch_on_defeat=yes

Then, try throwing any old type of PokeBall at the Aipom that was spawned. By default, it will refuse to be caught and give you a feedback message saying you must defeat it to catch it. Get into battle with it, beat it up until it faints, and it’ll join your team (healed, by default).

Player Help

How it works

Config Options

Addon Dev Help

Data Pack Help

Pokémon Custom Properties

Resource Pack Help

Translations

Resources

Mod Dev Help

Events

Known Issues

  • As this uses Cobblemon Tim Core’s custom Pokémon properties logic, there is a known issue where loading up the first world in a single player session will not show the autocomplete for the custom Pokémon properties in commands. The property still works, it’s just the autocomplete that’s weird.
  • v1.6.1-1.5.0 had an overly-specific version requirement for Tim Core. Loosened it up to that or later.

Roadmap

If you’d like to keep up with the work being done on the mod, please join the Discord and subscribe to notifications on the channel for this content. You can also keep track of the to do list available on the mod’s main page.

Feedback

If you have any questions or requests concerning the mod, or just want to drop by and say hi, visit us over at the Discord!

Support

If I've made something you enjoyed or helped you make something, please consider dropping a tip in the cup and mention how I helped if you'd like!

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~33,000
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Modrinth
~9,000
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