TC Battle Growth

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TC Battle Growth

By ToanCaoOwner

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Gain experience immediately while fighting, instead of the old experience gain logic.

Mod Loaders
Minecraft

About

Description

Configuration: All EXP rates are fully customizable via config/battlegrowth.json, which is automatically generated with sensible defaults on first launch and self-updates if new config keys are added in future versions. Requirements: Must be installed on both client and server. How it works: Every time a Pokémon lands a hit, dodges an attack, uses a buff or debuff move, or performs a support action, it earns EXP immediately. Knocking out an opponent rewards a bonus EXP payout on top. When enough experience is accumulated, the Pokémon levels up instantly mid-battle — HP bar and stats update on the spot without waiting for the fight to conclude. Gameplay balance:

Factor / Action EXP Gain Rate / Mechanism Notes
Calculation Anchor Based on the expToNext of the lower-level Pokémon Used as the base reference for all calculations below.
Base Hit 5% - 15% Randomly generated within this range.
Combo Hit Base Hit + 1% Triggered when consecutive hits land without defeating the opponent.
Miss / Dodge 2% Rewarded to the defending Pokémon for successfully dodging an attack.
Buff (Stat Increase) 1.5% Using moves that benefit the user.
Debuff (Stat Reduction) 1% Using moves that negatively affect the opponent.
Support / Misc 0.5% Includes healing, weather changes, terrain setup, etc.
Faint Bonus 10% - 20% Large bonus awarded for delivering the finishing blow.
Damage-Based Distribution Attacker: Based on % of opponent HP lost More effective attacks grant a higher share of EXP.
  Defender: Based on % of own HP remaining Better survivability grants a higher share of EXP.
Level Difference Scaling ± 10% for every 10 level difference Differences below 10 levels do not affect EXP.
Budget System Starts at 2 to 4 times expToNext Limits the total EXP obtainable in a battle.
  When depleted: Grants a fixed 10 EXP Anti-abuse system to prevent infinite EXP farming through move spam.

Configuration: All EXP rates are fully customizable via config/battlegrowth.json, which is automatically generated with sensible defaults on first launch and self-updates if new config keys are added in future versions. Requirements: Must be installed on both client and server. How it works: Every time a Pokémon lands a hit, dodges an attack, uses a buff or debuff move, or performs a support action, it earns EXP immediately. Knocking out an opponent rewards a bonus EXP payout on top. When enough experience is accumulated, the Pokémon levels up instantly mid-battle — HP bar and stats update on the spot without waiting for the fight to conclude. Gameplay balance:

Factor / Action EXP Gain Rate / Mechanism Notes
Calculation Anchor Based on the expToNext of the lower-level Pokémon Used as the base reference for all calculations below.
Base Hit 5% - 15% Randomly generated within this range.
Combo Hit Base Hit + 1% Triggered when consecutive hits land without defeating the opponent.
Miss / Dodge 2% Rewarded to the defending Pokémon for successfully dodging an attack.
Buff (Stat Increase) 1.5% Using moves that benefit the user.
Debuff (Stat Reduction) 1% Using moves that negatively affect the opponent.
Support / Misc 0.5% Includes healing, weather changes, terrain setup, etc.
Faint Bonus 10% - 20% Large bonus awarded for delivering the finishing blow.
Damage-Based Distribution Attacker: Based on % of opponent HP lost More effective attacks grant a higher share of EXP.
Defender: Based on % of own HP remaining Better survivability grants a higher share of EXP.
Level Difference Scaling ± 10% for every 10 level difference Differences below 10 levels do not affect EXP.
Budget System Starts at 2 to 4 times expToNext Limits the total EXP obtainable in a battle.
When depleted: Grants a fixed 10 EXP Anti-abuse system to prevent infinite EXP farming through move spam.