TC Battle Growth

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

11

Quick challenge

How far can you run before the mobs catch you?

TC Battle Growth

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 | | ----------------------------- | --------------------------------------------------- | --------------------------------------------------------------------- | | Budget System | Based on the `expToNext` of the lower-level Pokémon | Used as the base reference for all calculations below. | | Budget System | `5% - 15%` | Randomly generated within this range. | | Budget System | `Base Hit + 1%` | Triggered when consecutive hits land without defeating the opponent. | | Budget System | `2%` | Rewarded to the defending Pokémon for successfully dodging an attack. | | Budget System | `1.5%` | Using moves that benefit the user. | | Budget System | `1%` | Using moves that negatively affect the opponent. | | Budget System | `0.5%` | Includes healing, weather changes, terrain setup, etc. | | Budget System | `10% - 20%` | Large bonus awarded for delivering the finishing blow. | | Budget System | Budget System Based on `% of opponent HP lost` | More effective attacks grant a higher share of EXP. | | | Budget System Based on `% of own HP remaining` | Better survivability grants a higher share of EXP. | | Budget System | `± 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. | ~~~~

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