CobbleAction: Action Combat

An action-packed Cobblemon add-on that introduces real-time combat mechanics, allowing you to directly control your Pokémon in battle.
Back to Files

cobbleaction-v5.jar

File namecobbleaction-5.0.jar
Uploader
BielDoJoinhaBielDoJoinha
Uploaded
Oct 27, 2026
Downloads
41
Size
561.0 KB
Mod Loaders
Fabric
File ID
9341944
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:cobbleaction-action-combat-1758018:9341944"

Learn more about Curse Maven

What's new

Some Bugs and Compatibility Issues Have Been Resolved!

Fixes
- Type immunities and effectiveness were not being applied. Cobblemon reports type names capitalized ("Ghost", "Steel") while the mod compared lowercase names. Now Ground vs Electric, Normal vs Ghost, Steel vs Poison, Dark vs Psychic, Flying vs Ground, Fairy vs Dragon, Ghost vs Fighting and the rest work for damage and for status moves.
- STAB, Ghost-type Curse, Magnet Rise vs Ground, sandstorm damage and per-type move effects were also broken by the same bug and now work.
- Damage now uses the exact move that was fired instead of re-reading the move slot on impact, which could skip or miscalculate type immunity if the slot changed in between.
- Status moves now respect the target's type before hitting and show "doesn't affect": Will-O-Wisp on Fire, Thunder Wave on Electric and Ground, Toxic and Poison Gas on Poison and Steel (unless the user has Corrosion), powder moves and Leech Seed on Grass, and freezing moves on Ice.
- Curse: the Ghost-type version (pay half HP and curse the target) is now recognized.
- Early Bird now also halves the sleep time from Rest (2 s instead of 4 s).

Added
- Pivot moves (your own team only, never in raids): U-turn, Volt Switch and Flip Turn switch Pokémon after hitting. Parting Shot lowers the target's Attack and Sp. Atk and switches out. Final Gambit deals damage equal to the user's current HP and the user faints. Trapped Pokémon (Shadow Tag, etc.) cannot switch, and with no other Pokémon left the move just deals damage.
- Cobble Co-op support: battles started by Cobble Co-op are never intercepted by the arena and stay turn-based the Co-op way.
- Co-op arena against trainers: a Cobble Co-op fight (2 players vs RCT trainers) becomes a real-time arena with one session per player. Each player gets their own camera, HUD, controls and chosen team, and both fight the same enemies. Both players must be within 28 blocks of each other.
  Things that may go wrong:
  - It has not been tested in multiplayer yet, so desyncs, camera/HUD glitches or one player's session ending unexpectedly are possible.
  - Co-op handicaps (PP, bag, level limits, etc.) are not applied inside the arena.
  - Co-op's own per-player loot is not given. Rewards come from RCT, since each player registers the fight with RCT through their own trainer.
  - Cobble Co-op may show a "failed to start" message, because its turn-based battle is replaced by the arena. The fight still starts.
  - Only two enemy Pokémon are out at a time (the two trainers' Pokémon together), and the enemy can target either player's Pokémon.
  - If a player loses their whole team they leave the fight while their partner keeps going.

This mod has no additional files