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PokePinks - Cobblemon

Мод Fabric

PokePinks — аддон Cobblemon для Майнкрафт с усиленным режимом победитель забирает всё

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🩷 PokePinks — Race for Pinks

Winner-takes-all Pokemon battles for Cobblemon. Two trainers. One Pokemon each. One battle. The winner walks away with both Pokemon. The loser walks away with a story.

Back in the day, street racers bet their pink slips — win the race, take the car. PokePinks is that, except the car is a Garchomp, and yes, it's holding a Choice Scarf, and yes, the scarf comes with it.

100% server-side. Vanilla clients, modded clients, doesn't matter — nobody installs anything. Drop it on the server and your players are betting their best friends by dinner.


✨ Feature set

  • Winner-takes-all 1v1 stake battles — each trainer wagers one Pokemon; the winner keeps both, held items included
  • Level-matched stakes (exact match by default, tolerance configurable) so nobody bullies a rookie
  • Double-reveal confirmation — both stakes shown in full to both players before anything locks; scams are structurally impossible
  • No switching, no items — enforced by design, not by rules: your battle party contains exactly one Pokemon
  • Crash-proof escrow — atomic settlement with an idempotent delivery queue; no dupes, no vanishing mons, ever
  • Disconnect strike system — refund both, record the strike, notify player + staff; owners decide punishments, never the mod
  • Permanent audit log — every battle recorded with full Pokemon data; browsable staff GUI or console text
  • Rank-based cooldowns via permission nodes (LuckPerms-friendly)
  • JSON or MariaDB storage — zero-setup single server, or shared strikes/bans/logs across a whole network
  • One-toggle category blocks for legendaries, mythicals, and ultra beasts, plus a manual species blacklist
  • GUI-optional — full chest-GUI flow, or pure chat/command mode for setups that need it
  • 100% server-side — vanilla clients work; nothing to install for players

⚔️ How it goes down

  1. The callout. /pokepinks challenge <player> — they get a clickable [ACCEPT] [DENY] right in chat. Public enough that backing out is its own kind of loss.
  2. Pick your stake. A clean menu of your party. Click the one you're willing to lose. Levels must match your opponent's pick — no level 100 bullying a level 30.
  3. The double-reveal. Before anything is locked, both players see BOTH Pokemon in full: species, level, shiny status, held item. You know exactly what you're risking and exactly what you're winning. Nothing starts until both trainers hit confirm. No bait-and-switch. Ever.
  4. The battle. A pure 1v1. No switching — your battle party literally contains one Pokemon, so there's nothing to switch to. No bag, no second chances. Just you, your mon, and your choices.
  5. Winner takes all. The prize goes straight to the winner's party (or PC if it's full), held item included. The loser gets a broadcast announcing their defeat to the whole server. That's pinks, baby.

Draws? Both Pokemon go home. Explosion mirror matches are a spectacle, not a robbery.

🔒 Your Pokemon can't be lost to a bug — only to a better trainer

This is the part server owners actually care about. The moment both players confirm, both Pokemon enter escrow — pulled from the parties and written to storage before the first move is made. From there:

  • Server crashes mid-battle? Both Pokemon come home automatically on restart.
  • Database hiccups at the worst possible millisecond? Settlement is one atomic transaction with an idempotent delivery queue — duplication and loss are structurally impossible, not just unlikely. Every hand-off is verified against what's actually on disk before it's considered done.
  • Offline when you're owed a mon? It's delivered next login, with a note explaining why.
  • Battle can't start? Escrow unwinds instantly. Nobody loses anything to a technicality.

By default the prize arrives at full pre-battle health. Flip one config toggle (battleOnClones: false) and it arrives exactly how the fight left it — fainted, scratched, humbled. Your server, your rules.

🔌 Rage-quitters get a file, not a free pass

Pulling the plug doesn't save your Pokemon — but one dropped connection doesn't cost you one, either.

  • Any mid-battle disconnect = both stakes refunded. Real internet problems happen.
  • Every disconnect also records a strike: the disconnector is told, the opponent is told, and online staff get pinged.
  • No auto-bans. Strikes are receipts, not sentences. Staff see the pattern and decide — /pokepinks ban for the serial cord-puller, /pokepinks pardon for the trainer whose ISP actually is that bad.

🧾 Staff see everything

Every resolved battle is permanently logged: both players, both Pokemon (summary AND full serialized data), outcome, winner, timestamp, server. Someone cries "scam"? /pokepinks log <player>, click the entry, case closed in thirty seconds. Browsable in a paginated GUI with actual Pokemon icons, or plain text from console.

⚙️ Built for anything from an SMP to a network

  • Zero-setup JSON storage for single servers — atomic writes, crash-safe out of the box.
  • MariaDB mode for networks — bans, strikes, cooldowns, and one unified audit log shared across every backend. Rage-quit on one server, your record follows you to the next.
  • Rank-based cooldowns via permission nodes (LuckPerms-friendly) — let your champions run it back every 5 minutes while everyone else cools off for an hour.
  • Configurable everything: level-match tolerance, species blacklist, one-toggle blocks for legendaries/mythicals/ultra beasts, join-delivery delay for party-sync setups, GUI or pure-chat mode, broadcast toggles, permission namespace.
  • Degrades gracefully: if the database is down at boot, PokePinks disables itself and says so — your server keeps running.

⌨️ Commands

For trainers

Command What it does
/pokepinks challenge <player> Call someone out — race for pinks
/pokepinks accept / deny Answer a challenge
/pokepinks stake <1-6> Pick your stake by party slot (GUI-less mode)
/pokepinks confirm Lock in your stake (GUI-less mode)
/pokepinks cancel Back out any time before the battle starts

For staff (pokepinks.staff)

Command What it does
/pokepinks log [player] [page] Browse the audit log — icon GUI in-game, text from console
/pokepinks strikes <player> Check a player's disconnect strikes
/pokepinks pardon <player> Wipe someone's strikes (appeals happen)
/pokepinks ban <player> / unban <player> Bar a player from PokePinks (the mod's ban, not a server ban)
/pokepinks reload Reload the config — also retries a downed database connection

📦 Installation

Download the jar, drop it in your server's mods/ folder, restart. That's it — the config generates itself on first run at config/pokepinks.json, and JSON storage works out of the box with zero setup. Clients need nothing installed.

Requires: Fabric 1.21.1 · Cobblemon 1.7+ · Fabric API · Fabric Language Kotlin. Server-side only.


Run what you brung, and hope it's enough. 🏁

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