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Cobblemon Real-Time Combat: CobbleStrike!
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A real-time combat mod for Cobblemon featuring fight-or-flight behavior, an attack wheel UI, animations, and field moves.
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# Cobble Strike
**Real-time Pokémon combat for Cobblemon — wild AI, manual attacks, move effects and standing orders. One mod, no extra dependencies.**
Cobble Strike lets Pokémon fight in the open world, not just in turn-based battles. Wild Pokémon have personalities and decide whether to fight or run, your team defends you and follows your orders, and you can take control of any attack with a compact radial selector. Every move comes with its own animation, projectile, particles and sound.
> **2.0 is a full rewrite.** Earlier versions were an add-on for *Cobblemon Fight or Flight*. Cobble Strike 2.0 ships its own combat system and **no longer needs Fight or Flight** (or any other combat mod).
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## Features
### ⚔️ Real-time combat
- **Wild Pokémon with character.** Each one has a temperament and morale: bold ones charge, timid ones flee, and a cornered Pokémon always fights back.
- **Smart move choice.** Pokémon pick the best move for the situation (range, type matchup, power) instead of spamming the first slot.
- **Game-accurate damage.** Pokémon-vs-Pokémon hits use the mainline damage formula and type chart, scaled so open-world fights stay readable. Everything is tunable.
- **Fair rewards.** EXP and EVs are split by the damage each Pokémon actually dealt.
- **Respects your world.** PvP rules and terrain protection are honoured.
### 🎯 Manual attack selector
- Hold a key to open a compact **radial dial** with your Pokémon's four moves, shown in their real type colours and icons, with camera lock-on to your target.
- Pick a move and your Pokémon uses it on what you're aiming at.
### 🧭 Standing orders
Give each Pokémon a permanent order — it is saved with the Pokémon and survives Poké Balls and restarts:
- **Follow** — walks with you, wanders calmly nearby when you stand still, and only comes after you when you really move away. When you get far, it **runs** (using its run animation if the model has one) and speeds up to catch you. No more instant teleporting.
- **Wander** — strolls around you at its own pace and catches up if you go too far.
- **Guard** — holds a post, attacks anything that comes close, and returns when the fight is over.
Switch orders from the selector's bottom row or with the optional *Cycle Pokémon order* key.
### ✨ Move effects
- Per-move **animations**, **3D projectiles** coloured by type, **particles** and **sounds**.
- Uses Cobblemon's own battle `action_effects` when available, so resource packs and add-ons that add more of them (for example *Cobblemon Move Effects Backport*) work automatically.
- Hand-tuned effects for signature moves, such as Ember's fire bolts, plus a type-based fallback so no move is left without feedback.
### ⛏️ Moves that affect the world
- **Dig**, **Rock Smash**, **Cut** (fells trees and log cabins, vertically), fire and ice moves — all respecting your protection rules.
### 🎨 Interface & options
- Cobblemon-style UI with rounded panels, type icons and smooth transitions, themeable from the config.
- English and Spanish included.
- Almost everything is configurable (`cobblestrike-common.toml`, `cobblestrike-client.toml`), plus an editable move catalog (`config/cobblestrike/move_catalog.json`).
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## Requirements
| | |
|---|---|
| Minecraft | 1.20.1 |
| Loader | Forge 47+ |
| Cobblemon | 1.5.0 or newer (built against 1.5.2) |
Install on **both client and server**. No Mixins are used.
**Optional / works well with:** Cobblemon Move Effects Backport, Futurepack Enabler, Cobble Instincts.
## Compatibility
- ❌ **Do not install Cobblemon Fight or Flight alongside it.** If it is detected, Cobble Strike turns its combat off (the selector and move effects keep working).
- ✅ Upgrading from **1.x** (`fofmovefx`)? Remove the old `fofmovefx-*.jar`. Your config and key bindings are migrated automatically the first time you start.
## Notes
This is the first release of the 2.0 line and the combat system is brand new — please report bugs and balance feedback on the issue tracker. If a fight feels too easy or too deadly, `damage.pokemon_vs_pokemon_scale` and `wild.flee_threshold` are the first knobs to try.
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