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Nuzlock Ruleset
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An Addon mod to the pixelmon mod that allows customizable Nuzlock rules
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Source: https://github.com/Ordalca/Nuzlocke/
Posting on Curseforge with the permission of the original mod creator Ordalca via the pixelmon discord.
This project adapts the Nuzlocke Pokémon Challenge for Pixelmon. Nuzlockes typically operate under 2 main rules:
- Only the first Pokémon per route can be caught
- Any Pokémon that faints is "dead" and must be released or permanently put in the pc
The configuration file for this mod is located at config/pixelmon/nuzlocke.yml
The following options can be enabled:
- first-encounter-restriction
- Only the first Pokémon fought or captured for each biome can be caught
- (true/false)
- Only the first Pokémon fought or captured for each biome can be caught
- dupes-clause
- Encountering a previously caught species does not count as a first encounter
- (true/false)
- Encountering a previously caught species does not count as a first encounter
- shiny-clause
- Shiny Pokémon can always be caught
- (true/false)
- Shiny Pokémon can always be caught
- pvp-death-enforced
- Battles between players cause the faint penalty for any fainted Pokémon
- (true/false)
- Battles between players cause the faint penalty for any fainted Pokémon
- faint-result
- Result of a pokemon fainting
- FAINT (Pokemon faints and can be revived using healers or beds)
- DEAD (Pokemon faints and cannot be revived)
- DELETE (Pokemon is deleted from the user's party upon battle's end)
- Result of a pokemon fainting
- wipe-result
- Result of the full team fainting:
- NONE (No penalty)
- TELEPORT (Player is teleported to last healer/bed, equivalent to Teleport external move)
- DEATH (Player is killed, can be used with Hardcore mode to run true Nuzlockes)
- Result of the full team fainting:
- bag-use
- Rules for use of items in battle:
- UNRESTRICTED (All items permitted except for Revival items)
- NOHEALS (Prevents HP and Status restore items)
- NOITEMS (Can only use Pokeball section in battle)
- Rules for use of items in battle:
- block-master-ball
- Prevents the use of Master/Park/Origin balls
- (true/false)
- Prevents the use of Master/Park/Origin balls
- block-in-battle-stronger
- Prevents player from catching overleveled Pokémon in battle
- (true/false)
- Prevents player from catching overleveled Pokémon in battle
- stronger-threshold
- Level difference allowed above strongest Pokémon, determines what "overleveled" means
- integer values
- Level difference allowed above strongest Pokémon, determines what "overleveled" means
- block-out-of-battle-legends
- Prevents player from catching legendary Pokémon outside battle
- (true/false)
- Prevents player from catching legendary Pokémon outside battle
- block-out-of-battle-mythical
- Prevents player from catching mythical Pokémon outside battle
- (true/false)
- Prevents player from catching mythical Pokémon outside battle
- block-out-of-battle-ultra
- Prevents player from catching ultrabeasts outside battle
- (true/false)
- Prevents player from catching ultrabeasts outside battle
- block-out-of-battle-stronger
- Prevents player from catching overleveled Pokémon outside battle
- (true/false)
- Prevents player from catching overleveled Pokémon outside battle
- elite-trainer-pokemon
- All trainer Pokémon have max IVs and max EVs in every stat
- (true/false)
- All trainer Pokémon have max IVs and max EVs in every stat
- trainer-skill
- Sets trainer battle AI levels
- STANDARD (Levels match those set in battle.yml)
- MIXED (Randomly picks between aggressive, advanced, and tactical AIs)
- AGGRESSIVE (Trainer will use the move that deals the most damage to the opponent, avoiding status moves)
- TACTICAL (Trainer knows how to use status moves, but will not switch)
- ADVANCED (Trainer knows how to use status moves and will switch Pokémon if advantageous)
- Sets trainer battle AI levels
- pokemon-aggression
- Sets pokemon movement AI
- TIMID (All Pokémon attempt to avoid the player)
- PASSIVE (All Pokémon are passive)
- STANDARD (No Changes, based on other configs)
- ENCOUNTER (All Pokémon constantly hunt players until the "first encounter per biome" of the nuzlocke occurs)
- AGGRESSIVE (All Pokémon constantly hunt the players, similar to hostile mobs in Vanilla)
- Sets pokemon movement AI
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