
Cobblemon Tower Battle
The classic Battle Tower as a real building your players climb. Battle the statues floor by floor with locked teams, solo or co-op, infinite mode, boss floors and a podium that wears your champions' skins. Fully automatic, zero commands.
Compatibility
Minecraft: Java Edition
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Cobblemon Tower Battle
Bring the classic Battle Tower to your Cobblemon server - as a real, physical building your players climb.
Build the tower. Anchor it once. From that moment on it runs itself: no commands, no tickets, no staff. Players right-click the entrance statue, their team is registered and locked, and that same statue is their first opponent. Beat it, climb the stairs, challenge the next statue. How high can you get before you fall?
What it does
- Physical towers, real climbing. Every floor of your building has its own battle spot. No teleport chains, no menu UIs - players walk up the tower you built.
- You battle the statues. Every floor has its stone-trainer statue - right-click it and it sends out that floor's team. Statues materialize on demand (entrance + each runner's active floors), so even a 50-floor tower idles at a single entity.
- Fully automatic. One-time setup by an admin; afterwards players start, fight, win, lose and leave without a single command. Entering is as simple as right-clicking the statue on the glowing pokeball ring at the door.
- Parallel solo runs. Any number of players can challenge the same tower at the same time - each with their own opponents, progress, timers and rewards. Same-floor clashes simply queue; every other floor runs in parallel.
- Classic Battle Tower rules. Full heal after every victory (like the official games) - the challenge is the streak, not attrition. Lose once and the run is over.
- A real team lock. Your party is fingerprinted when you enter (per-slot level, shiny, gender) and re-checked before every battle. Swapping party members at a PC, trading mid-run or popping Rare Candies voids the challenge - just like the official tower's locked teams. Experience earned in tower battles is absorbed legitimately.
- Boss floors. Every 5th floor: higher level, one extra pokemon, sharper AI, teams drawn from the strongest builds, and the trainer carries a Full Restore. Bonus loot if you take them down.
- Two towers included:
- Spawn Tower - 25 floors, levels 10-50, gentle AI. Infinite mode: clear the top and the tower loops back to floor 1, harder (4 difficulty laps, ending in an endless level-100 gauntlet). Scores are unbounded.
- Frontier Tower - 50 floors, levels 50-100, near-optimal AI, trainers with healing items. Reach the top to be crowned Champion (Master Ball prize).
- Slots for 2 more towers are ready to configure.
- 1,350+ curated opponents across 450 trainer files - 3 team variants per floor, picked at random per battle and never repeating the previous one on that floor, so back-to-back runs stay fresh.
Progression & flair
- Physical leaderboard: place a floating BEST RUNS top-3 board anywhere; it updates itself and announces new #1 records server-wide.
- Champions' podium: place 1st/2nd/3rd statues on a real podium - they automatically wear the skin and name of each record holder, restyling themselves after every new record.
- Live entrance sign showing how many challengers are inside right now.
- Per-tower records (
tower_best1..4) with an optional sidebar. - Sound cues for battle start, victory, defeat, lap-ups, champions and records; fireworks for the big moments; pokeball-shaped particle ring at every entrance and a golden star ring on each tower's record floor.
Built to survive a public server
- Runs survive server restarts mid-climb (all state lives in scoreboards/storage, no schedules).
- Disconnect grace: leave and come back within 5 minutes to continue exactly where you were; otherwise the run disbands itself.
- Anti-cheese: 5-minute floor timeout, 48-block leash, death ends the run, and every ending returns the player to the entrance.
- Self-healing: orphaned NPCs are cleaned up, a vanished NPC respawns, and
/trigger tower_quitalways gets a player unstuck.
Requirements
| Dependency | Role |
|---|---|
| Cobblemon 1.7+ | the pokemon |
| TBCS 0.13.0-beta+ (+ RCTApi) | trainer battles |
| Easy NPC | the physical trainers |
| Mega Showdown (optional) | some trainers hold its items |
Minecraft 1.21.1 · server-side only · works on Fabric & NeoForge (wherever the mods above run).
How to install
- Drop the zip into
world/datapacks/and/reload(or restart). Server side only - players install nothing. - Make sure the mods from the requirements table are on the server.
Set up your first tower (2 minutes, no configs)
- Build or pick a tower: one battle spot per floor, floors stacked vertically.
- Run
/function tower:admin(as op). You become a tower admin and the chat menu opens. From then on, HIT any tower statue to reopen it (or run/function tower:menu). - Stand at the door facing the tower and click [Entrance here]. This places the entrance marker, the floating sign and the entrance statue - which IS floor 1.
- Click [Anchor floors] and adjust
h(blocks between floors): floors 2+ anchor in a vertical stack straight above the entrance. [Anchor markers ON] shows them while you build; if your building is irregular, re-anchor any single floor with [One floor] standing at its battle spot. - Optional: [Board] places the floating leaderboard where you stand, [Podium] gives you [Place 1st] [Place 2nd] [Place 3rd] buttons for the champion statues (they wear the record holders' skins automatically).
Done - forever. Towers 1-4 ship pre-generated (slots 5-8 are free, see the bundled README).
How players use it (zero commands)
- Right-click the entrance statue: the team is fingerprint-locked and the run starts - that same statue is the floor 1 opponent.
- Climb for real and right-click each floor's statue to battle. Full heal after every victory, rewards per floor, records on the board.
/trigger tower_quitforfeits (the only command a player might ever type).
Admin command reference
Everything below is also a menu button - the commands are listed for completeness.
| Command | Effect |
|---|---|
/function tower:admin / tower:admin_off |
enter/leave admin mode (admins open the menu by hitting a statue) |
/function tower:menu |
open the admin menu |
/function tower:setupentry {t:1} |
place entrance + floor 1 where you stand |
/function tower:setupauto {t:1,h:6} |
anchor floors 2+ above the entrance, one every h blocks |
/function tower:setupfloor {t:1,f:7} |
re-anchor one floor where you stand |
/function tower:setupboard {t:1} |
place/move the leaderboard (records kept) |
/function tower:pod_place {t:1,r:1} |
place/move a podium statue (ranks 1-3) |
/function tower:board_reset {t:1} |
wipe a tower's top-3 |
/function tower:remove {t:1} |
full teardown of a tower |
/function tower:status |
live status of every tower and runner |
/function tower:top_on {t:1} / top_off |
records sidebar on/off |
/function tower:anchors_on / anchors_off |
show/hide anchor markers |
Statues respond to admins: HIT one for the config menu, right-click to play like a player, shift+right-click for Easy NPC's own editor (skin, pose, scale).
Customize everything
- Rewards are plain loot tables (
data/tower/loot_table/) - change prizes without touching a function. - Difficulty (level curves, team sizes, AI, floor counts, laps) is generated by the included Python script - tweak the
TOWERSdict, re-run,/reload. - Timeouts, leash range, grace periods and per-tower infinite mode are single values documented in the README.
FAQ
Do players need anything client-side? No. Pure server-side datapack. Can two players fight on the same floor? They take turns - the statue is the opponent, so same-floor battles queue while every other floor runs in parallel. What stops someone from swapping to counter-teams mid-run? The team fingerprint check before every battle. Change your party and the run voids on the spot. Does it touch normal Cobblemon gameplay? No. Tower trainers never spawn in the wild (spawn weight 0) and never count toward RCT series progression.
Credits
- Trainer team data derived from the curated rosters of Radical Cobblemon Trainers - published with the author's permission.
- Battle engine powered by TBCS, NPCs by Easy NPC.

