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CatchChallenger Datapack

This is an example datapack for the game CatchChallenger. A datapack defines all game content: monsters, items, maps, quests, skills, crafting, plants, and player configuration.

All XML definitions support localization via the lang attribute (e.g., <name lang="fr">...</name>). The version without lang is the default (English).

Items and monsters can be referenced by name or numeric ID (case-insensitive). Names are internally converted to IDs at load time with no performance difference.

Directory Structure

informations.xml          # Datapack metadata (authors, name, description)
player/
    start.xml             # Starting profiles (spawn point, starter monsters, items, cash)
    reputation.xml        # Reputation types and level thresholds
    event.xml             # Game events (e.g., day/night cycle)
monsters/
    monster.xml           # All monster species definitions
    type.xml              # Element types and damage multipliers
    skill/
        skill.xml         # Skill/attack definitions
    buff/
        buff.xml          # Buff/status effect definitions
    <id>/                 # Per-monster assets (sprites: front.png, back.png)
    skill-animation/      # Skill visual effect sprites
items/
    items.xml             # General items (traps, potions, repels, equipment)
    berries.xml           # Berry/plant harvest items
    quest.xml             # Quest-specific items
    recipe.xml            # Recipe scroll items
    industries.xml        # Industry raw materials and products
    <category>/           # Item image assets (catchtrap/, potion/, other/, etc.)
crafting/
    recipes.xml           # Crafting recipe definitions
plants/
    plants.xml            # Plant growth definitions
    <id>.png              # Plant stage sprites
map/
    layers.xml            # Terrain layer definitions (grass, water, lava, cave encounters)
    music.xml             # Default music per map type
    visualcategory.xml    # Visual effects per map type (night overlay, cave darkness)
    tileset/              # Shared tilesets (.tsx + .png)
    fight/                # Fight background images per terrain type
    main/                 # Map datapacks (see map/main/README.md)
music/                    # Audio files (.opus)
skin/
    bot/                  # NPC sprite sheets (one folder per skin name)
    fighter/              # Player and trainer sprite sheets

Key Files

informations.xml — Datapack Metadata

<informations>
    <author pseudo="username" email="email" name="Full Name"/>
    <name>Datapack display name</name>
    <description>Datapack description</description>
</informations>

player/start.xml — Starting Profiles

Defines what the player begins with: spawn location, starter monster choices, starting cash and items.

<profile>
    <start id="Normal">
        <name>Starter</name>
        <description>You start a normal game as player</description>
        <forcedskin value="player;girlplayer"/>
        <cash value="500"/>
        <monstergroup>
            <monster id="60" level="5" captured_with="1"/>
        </monstergroup>
        <item quantity="5" id="1"/>
        <reputation type="nation" level="1"/>
    </start>
</profile>

Multiple <monstergroup> entries let the player choose a starter monster.

player/reputation.xml — Reputation System

Defines reputation types (e.g., crafting, nation) with named levels at point thresholds. Points can be negative.

player/event.xml — Game Events

Defines event variables with possible values (e.g., day event with values day and night). Used by maps and encounter layers to vary behavior.

monsters/monster.xml — Monster Definitions

Each <monster> has stats, type, attacks learned by level, evolutions, drops, and localized name/description.

Attribute Description
id Unique numeric ID
type Element type (references type.xml)
hp, attack, defense, special_attack, special_defense, speed Base stats
catch_rate Capture difficulty (0 = uncatchable)
ratio_gender Gender ratio (0% = male only, 100% = female only, -1 = genderless)
give_xp XP granted when defeated

Sub-elements: <attack_list> (learnable skills), <evolutions> (level/item/trade), <drops> (item drops with luck%).

monsters/type.xml — Element Type Chart

Defines element types and damage multipliers between them.

<type name="fire" color="#f38233">
    <name>Fire</name>
    <multiplicator number="2" to="plant;ice"/>      <!-- super effective -->
    <multiplicator number="0.5" to="water;fire"/>    <!-- not very effective -->
</type>

Multiplier values: 2 (super effective), 0.5 (not very effective), 0 (immune).

monsters/skill/skill.xml — Skill Definitions

Each skill has a type, category (Physical/Special), and leveled effects.

Attribute Description
applyOn Target: aloneEnemy, themself, allEnemy, allAlly
endurance Uses before the skill is exhausted
success Hit chance percentage

items/items.xml — Item Definitions

Each item has an id, price, image, localized name/description, and a functional sub-element:

Sub-element Usage
<trap bonus_rate="X"/> Capture trap with catch rate bonus
<hp add="X"/> Healing potion ("all" for full heal)
<repel step="X"/> Monster repellent for X steps
<buff remove="X"/> Remove buff by ID ("all" for all)

Items split across multiple files by category: items.xml (general), berries.xml (plant harvests), quest.xml (quest items, price=0), recipe.xml (recipe scrolls), industries.xml (raw materials and crafted goods).

crafting/recipes.xml — Crafting Recipes

<recipe itemToLearn="3001" doItemId="9" id="1">
    <material itemId="1004" quantity="1"/>
</recipe>
Attribute Description
itemToLearn Recipe scroll item ID the player must own to unlock
doItemId Resulting crafted item ID
<material> Required input items and quantities

plants/plants.xml — Plant Growth

<plant id="1" itemUsed="1001">
    <grow><fruits>72</fruits></grow>
    <quantity>1.5</quantity>
</plant>
Attribute Description
itemUsed Berry item ID used as seed
<fruits> Time in minutes to fully grow
<quantity> Harvest amount (decimal part = % chance of bonus)

Optional growth stages: <sprouted>, <taller>, <flowering> (default to 1/4, 2/4, 3/4 of fruits time).

map/layers.xml — Encounter Layers

Defines which tile layers trigger monster encounters, what items are required (e.g., surfboard for water), and terrain-specific backgrounds. Events can change encounter types (e.g., night variants).

map/music.xml — Default Music

Maps default background music per map type (city, indoor, outdoor). Individual maps can override via backgroundsound attribute.

map/visualcategory.xml — Visual Effects

Defines per-map-type visual overlays (e.g., cave darkness with color/alpha, night tint on outdoor/city maps triggered by day/night event).

Maps, Quests, and Zones

All map, quest, and zone documentation is in map/main/README.md.

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