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Cobblemon Catch On Defeat

Cobblemon Catch On Defeat

Mod

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

Client and server Game MechanicsManagementUtility

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  • Fixed an issue where rejecting a Pokémon with a full party and rejectsCountAsRelease on would have it join still.
  • Cleaned up messaging. No more join messages when denied and rejectsCountAsRelease is on.
  • Loosened requirement versions up on Tim Core and owo lib.
  • Added Cobblemon Tim Core as a dependency. DRYing up a bunch of my overhead and fixes across mods.
  • Switched to translatable strings for the confirm join screen options. Credit to Gitoido for the save.
  • Added a default join chance config option, to parallel the custom Pokémon property.
  • Added a prevent regular capture custom Pokémon property to parallel the config option.
  • Added the option to trigger the Cobblemon release event when a join on defeat is rejected by the player.
  • Cleaned up the lang file. Added a missing space and removed the no longer needed confirm join button texts, as we've moved to more universal strings.
  • Added a screen/workflow for confirming you would like a defeated Pokémon to join your party.
  • Rejecting will release it into the wild.
  • Servers can disable this and have them always join.
  • New client config can disable this and have them always join.
  • Adds owo as a dependency.
  • Added optional firing of capture event on join.
  • Added JOIN_DEFEAT pre and post events.
  • Fixed cancelling a capture mid-battle bricking the battle.
  • Cleaned up component references.
  • Fixed your Pokémon being cloned after fainting.
  • Added the option for all Pokémon to be treated as though they have CATCH_ON_DEFEAT.

Porting to NeoForge from Fabric 1.1.0

  • Added the DEFEAT_JOIN_CHANCE property. A float from 0-100 that changes the default 100% chance for that particular Pokémon.
  • Added the MUST_BE_SOLOED property, as well as a general config option for it. If either are true for a particular Pokémon, only one player may be present in the battle, otherwise the Pokémon runs. If it doesn't have to be soloed, a random player from the battle gets picked and rolled on.

External resources


Project members

tmetcalfe89

Member


Technical information

License
MIT
Client side
required
Server side
required
Project ID