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.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
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.
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.
| method | surface | server | super() | 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
PokemonrequiredVersion 0.1 — requiresDZ_Data,DZ_ScriptsPokemonBooster_CorerequiredVersion 0.1 — requiresDZ_Data,DZ_ScriptsPokemonBoxrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Gear_ContainersPokemonCardsrequiredVersion 0.1 — requiresDZ_Data,DZ_ScriptsPokemon_SlotsrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Gear_Tools,DZ_Gear_Crafting,DZ_Gear_Consumables
census 1.1 · findings 1.1 · hash 4b550024a5e22824