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CJ187-PokemonCards

This mod includes one of the most famous trading card games. a german version can be found >>> HERE <<< Even if not everyone knows it, you have heard about it. I started with this mod 3 years ago. Here will be Pokémon trading cards of the first generation, so the first 151, with 24 trainer and 7 energy cards. For collecting there is still few collectible card boxes available, which has slots for all the respective… (more)

This mod includes one of the most famous trading card games. a german version can be found >>> HERE <<< Even if not everyone knows it, you have heard about it. I started with this mod 3 years ago. Here will be Pokémon trading cards of the first generation, so the first 151, with 24 trainer and 7 energy cards. For collecting there is still few collectible card boxes available, which has slots for all the respective cards. When you completed the whole collection box, you will be able to seal the box. This action will transform the Box into a new item, what can be added at Traders or Quests for high rewards! The cards themselves will be found in 9 different booster packs with 3 sizes. Let these booster packs spawn in zombies, in the environment or offer them at the trader. Each of these booster packs can be opened with the bare hand and contains one, three or five random cards. Examples for the server files are included in the download. For suggestions or questions, please contact me in my Discord. No Repack requests! Dont ask! It will be nice, when you will support me for more free Mods in the Future.

Workshop 2851058261 · mod updated 2025-04-10 · analyzed 2026-10-03 08:05 UTC · history · 17 script files

EconomyEquipment Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 2 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionConstructor.RegisterActions — yes ✓ Pokemon.pbo::scripts\4_World\actions\ActionConstructor.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ Pokemon.pbo::scripts\4_World\ModItemRegisterCallbacks.c:4
Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

Pokemon.pbo

  • Pokemon requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • PokemonBooster_Core requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • PokemonBox requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Containers
  • PokemonCards requiredVersion 0.1 — requires DZ_Data, DZ_Scripts
  • Pokemon_Slots requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Tools, DZ_Gear_Crafting, DZ_Gear_Consumables

census 1.1 · findings 1.1 · hash 4b550024a5e22824