Cobblemon: Run & Bun(Advanced Trainer AI)

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Cobblemon: Run & Bun(Advanced Trainer AI)

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A much more advanced trainer AI API following the Run and Bun 1.07 community doc and beyond. Dependent on Radical Cobblemon Trainers and COBBLEMON 1.7 Replaces RCT API

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GNU Affero General Public License v3.0 or later
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Description

IN THE WORKS: RUN AND BUN AI FOR COBBLEMON!!


DOCUMENTATION


IMPORTANT ANNOUNCEMENT!

For all versions at or after 0.15, this mod is now an add-on to the Radical Cobblemon Trainers API. Originally, this was a replacement for that mod, but in the new 0.15 version, this has changed. Now this mod is dependent on the Radical Cobblemon Trainers API to function, meaning you must have both in your mods folder to work.

If you update the Radical Cobblemon Trainers mod, it auto-downloads the Radical Cobblemon Trainers API. If not, you can just install the latest version of Radical Cobblemon Trainers API manually.

BIG shoutout to the developer of the Radical Cobblemon Trainers, Hdainester, for putting together this add-on version for me.


Message me for questions, requests, and bugs (check out known issues at the bottom).

[email protected]

or submit issues here:

Issues

If you want some pre-made fights and gym progression, check out my datapack and resource pack to go with it.

Trainer Datapack

Trainer Skin Resource Pack


Key Features:

-Dynamic Decision Making: Evaluates moves and switches in real-time based on damage, type matchups, speed, and opponent potential.

-Damage Calcs: Prioritizes OHKOs, 2HKOs, and high-damage opportunities while following a greedy algorithm.

-Intelligent Switching Logic: Scores potential party swaps, preferring faster counters, safer pivots, and even special picks like Ditto or Wobbuffet/Wynaut.

-Move Scoring System: Assigns smart scores to each move based on type effectiveness, status potential, hazards, stat drops, and tons of special cases, allowing the trainer to pick the potential best move.

-Room Awareness: Tracks Spikes, Stealth rocks, Trick room, Weather affects, etc. Allowing for a more complete understanding of the current battle context for better move scoring.

-Speed Control Mechanics: Recognizes when to set up Tailwind, Trick Room, etc.

-Mega Showdown: Mega transformations are used instantly. Tera is more complex with the new update. You can now choose who to tera in your JSON, and the first Cobblemon matching that name will tera. Tera is also a toggle to turn on and is off by default. Check out the changelog for version 0.14.6 for Tera Logic. (No Z-moves, No Dynamax)

-Singles and Doubles Format


New Update is out! Add-on Update 0.15

Check out the changelog for all the details


Future Roadmap

  1. Make this mod an addon to Radical Cobblemon Trainers API so both can be operational together. 0.15.0? (Done)

  2. Look into tying my data pack with some cool fights into this download, along with the appropriate resource pack.

  3. Basic Dynamax logic, and maybe some Z-Move stuff.

  4. Add more control in the config (not sure what to change rn).

  5. Continue putting new moves into scoring consideration.

  6. Look into weather change ability logic.

If you have any suggestions, please let me know. I will consider all and let you know my thoughts. (Please leave a basic reason for each suggestion, as I am more likely to add it)


Required Mods:

Cobblemon 1.7

Radical Cobblemon Trainers 0.17.x

Radical Cobblemon Trainers API 0.14.x


PSA:

DOUBLE BATTLES ARE NOW OPERATIONAL!!!

Tons of special circumstances have already been accounted for, and the list will keep on growing as we test and add in more features.


Donate: https://ko-fi.com/surilexa

If you like what we are making, feel free to leave a donation; any amount is appreciated and allows us to continue working on this project.


Compatibility Issues

Due to recent changes in version 0.15, this mod now depends on the Radical Cobblemon Trainers API rather than replacing it. You must also have Radical Cobblemon Trainers API in your mod folder for this mod to work.


Example of RCTMOD JSON using this AI

/*Strings are lowercase for a reason because cobblemon will not recognize them otherwise*/
{
  "name": "Brock",
  "ai": {
    "type": "rb", //our AI tag
    "data": {
      "canTera": true, //this will turn on Tera logic
      "teraTarget": "geodude" //this will make it so the first geodude will tera 
    }
  },
  "battleFormat": "GEN_9_SINGLES", //("GEN_9_DOUBLES")
  "team": [
    {
      "species": "geodude",
      "gender": "MALE",
      "level": 12,
      "nature": "adamant",
      "ability": "sturdy",
      "moveset": [
        "rollout",
        "magnitude"
      ],
      "ivs": {
        "hp": 31,
        "atk": 31,
        "def": 31,
        "spa": 31,
        "spd": 31,
        "spe": 31
      },
      "evs": {"atk": 252,"hp": 252},
      "heldItem": "eviolite",
      "gimmicks" { "tera": "rock" } //specifies that this will tera into rock
    }, //end of geodude
    {
      "species": "absol",
      "gender": "MALE",
      "level": 15,
      "nature": "adamant",
      "ability": "pressure",
      "moveset": [
         "nightslash"
      ],
      "heldItem": "mega_showdown:absolite" // how to get mega in your team, this mirrors /give
      }
   ] //end of team
}

KNOWN ISSUES: There are bound to be new bugs every patch. I'll try to get them handled and found before launch, but I'm only one person.

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