Cobblemon KubeJS

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Cobblemon KubeJS

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Cobblemon KubeJS exposes Cobblemon data and events to KubeJS scripts.

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NeoForge
Minecraft

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Client Required
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
cobblemon_kubejs-neoforge-1.0.1.jar
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Cobblemon KubeJS Bridge

Bring Cobblemon data, events, storage queries, administrative utilities, and client-side Pokedex displays into KubeJS.

Cobblemon KubeJS Bridge lets modpack developers build custom progression, quests, rewards, commands, interfaces, battle systems, and server mechanics using JavaScript.

Features

Cobblemon events

Listen to server-side events such as:

  • Pokedex progress changes
  • Pokemon scans and captures
  • Pokemon sent, recalled, fainted, gained, healed, or released
  • Experience gain and level-up
  • Evolution completion
  • Battle victory and defeat
  • Battle escape and forfeit
CobblemonEvents.pokemonCaptured(event => {
  event.player.tell(
    `You caught ${event.species} at level ${event.level}!`
  )
})

Pokedex API

Query a player's Pokedex progress:

  • Check whether a species was seen or caught
  • Count total seen or caught species
  • Count progress by elemental type
  • Read individual species progress
var caughtFire = CobblemonJS.pokedex.countCaughtByType(
  player,
  'fire'
)

Species API

  • Validate species IDs
  • List implemented species
  • Read species types
  • Validate elemental types
  • Find all species of a type

Both short and namespaced IDs are supported:

CobblemonJS.species.exists('charizard')
CobblemonJS.species.exists('cobblemon:charizard')

Party and PC API

Read safe Pokemon snapshots from a player's party and PC:

  • Search Pokemon by UUID
  • Count Pokemon by species or type
  • Keep party, PC, box, and slot information
  • Read level, HP, nature, ability, moves, IVs, EVs, status, held item, and more
var party = CobblemonJS.pokemon.getParty(player)
var pokemon = CobblemonJS.pokemon.getByUuid(player, pokemonUuid)

Administrative utilities

Trusted server scripts can:

  • Give a Pokemon to a player
  • Heal a player's party
  • Spawn a Pokemon near a player
  • Spawn a Pokemon at explicit coordinates without assigning an owner
CobblemonJS.admin.givePokemon(
  player,
  'charizard level=50 shiny=true'
)

CobblemonJS.admin.spawnPokemon(
  player.serverLevel,
  'rayquaza level=70',
  100,
  80,
  -50
)

Client-side Pokedex synchronization

The server synchronizes a read-only Pokedex cache to the owning client. Client scripts can use it for live tooltips and other interfaces without requesting data from the server every frame.

CobblemonClientJS.pokedex.countSeen()
CobblemonClientJS.pokedex.countCaught()
CobblemonClientJS.pokedex.countCaughtByType('fire')

The included examples contain a tested dynamic spyglass tooltip.

Requirements

  • Cobblemon
  • KubeJS
  • Rhino, as required by KubeJS
  • Java 21

Install the bridge on both the client and server when using the synchronized client Pokedex API.

Loader support

NeoForge is currently supported.

Fabric support is not available yet. The Fabric module is only a compile-time stub and does not expose events, APIs, or client synchronization.

Documentation and examples

The project includes:

  • Complete API documentation
  • Every function's parameters and return values
  • Full event field reference
  • Pokemon and move data model reference
  • Server and client script examples
  • Troubleshooting instructions

Links

Notes

  • Pokemon snapshots returned to scripts are read-only.
  • Administrative methods mutate gameplay state and should only be exposed through trusted scripts with appropriate permission checks.
  • Pokedex counts represent unique implemented species, not duplicate captures.
  • Unknown species, types, malformed UUIDs, and invalid spawn properties produce descriptive script errors.
  • Replacing the mod jar or networking code requires a full restart.

Cobblemon KubeJS Bridge

Bring Cobblemon data, events, storage queries, administrative utilities, and client-side Pokedex displays into KubeJS.

Cobblemon KubeJS Bridge lets modpack developers build custom progression, quests, rewards, commands, interfaces, battle systems, and server mechanics using JavaScript.

Features

Cobblemon events

Listen to server-side events such as:

  • Pokedex progress changes
  • Pokemon scans and captures
  • Pokemon sent, recalled, fainted, gained, healed, or released
  • Experience gain and level-up
  • Evolution completion
  • Battle victory and defeat
  • Battle escape and forfeit
CobblemonEvents.pokemonCaptured(event => {
  event.player.tell(
    `You caught ${event.species} at level ${event.level}!`
  )
})

Pokedex API

Query a player's Pokedex progress:

  • Check whether a species was seen or caught
  • Count total seen or caught species
  • Count progress by elemental type
  • Read individual species progress
var caughtFire = CobblemonJS.pokedex.countCaughtByType(
  player,
  'fire'
)

Species API

  • Validate species IDs
  • List implemented species
  • Read species types
  • Validate elemental types
  • Find all species of a type

Both short and namespaced IDs are supported:

CobblemonJS.species.exists('charizard')
CobblemonJS.species.exists('cobblemon:charizard')

Party and PC API

Read safe Pokemon snapshots from a player's party and PC:

  • Search Pokemon by UUID
  • Count Pokemon by species or type
  • Keep party, PC, box, and slot information
  • Read level, HP, nature, ability, moves, IVs, EVs, status, held item, and more
var party = CobblemonJS.pokemon.getParty(player)
var pokemon = CobblemonJS.pokemon.getByUuid(player, pokemonUuid)

Administrative utilities

Trusted server scripts can:

  • Give a Pokemon to a player
  • Heal a player's party
  • Spawn a Pokemon near a player
  • Spawn a Pokemon at explicit coordinates without assigning an owner
CobblemonJS.admin.givePokemon(
  player,
  'charizard level=50 shiny=true'
)

CobblemonJS.admin.spawnPokemon(
  player.serverLevel,
  'rayquaza level=70',
  100,
  80,
  -50
)

Client-side Pokedex synchronization

The server synchronizes a read-only Pokedex cache to the owning client. Client scripts can use it for live tooltips and other interfaces without requesting data from the server every frame.

CobblemonClientJS.pokedex.countSeen()
CobblemonClientJS.pokedex.countCaught()
CobblemonClientJS.pokedex.countCaughtByType('fire')

The included examples contain a tested dynamic spyglass tooltip.

Requirements

  • Cobblemon
  • KubeJS
  • Rhino, as required by KubeJS
  • Java 21

Install the bridge on both the client and server when using the synchronized client Pokedex API.

Loader support

NeoForge is currently supported.

Fabric support is not available yet. The Fabric module is only a compile-time stub and does not expose events, APIs, or client synchronization.

Documentation and examples

The project includes:

  • Complete API documentation
  • Every function's parameters and return values
  • Full event field reference
  • Pokemon and move data model reference
  • Server and client script examples
  • Troubleshooting instructions

Links

Notes

  • Pokemon snapshots returned to scripts are read-only.
  • Administrative methods mutate gameplay state and should only be exposed through trusted scripts with appropriate permission checks.
  • Pokedex counts represent unique implemented species, not duplicate captures.
  • Unknown species, types, malformed UUIDs, and invalid spawn properties produce descriptive script errors.
  • Replacing the mod jar or networking code requires a full restart.

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