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# Update Log
This update includes a large number of new features and improvements, mainly divided into three major parts:
## 1. Command System Updates
### Boss Pool System Added
A new **Boss Pool** system has been added.
After creating a datapack, players can now use commands to summon Bosses at fixed locations. You can create a spawn point and manage it through commands, including:
* Adding a spawn point
* Removing a spawn point
* Setting which Bosses can spawn there
* Setting the respawn time
* Setting the spawn weight for each Boss
This allows players to create their own custom **Boss farming areas** or **Boss arenas** with much greater freedom.
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## 2. Battle Mode Updates
Boss battles are no longer limited to the traditional **1v1** format.
Players can now define battle modes through datapacks. The following battle modes are currently supported:
* 6v1
* 5v1
* 4v1
* 3v1
* 2v1
This makes Boss battles much more flexible and allows for more challenging team-based encounters.
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## 3. Battle Mechanic Updates
### Custom Battle Stats
To raise both the upper and lower limits of Boss strength, a new **Custom Battle Stats** system has been added.
Through datapacks, players can now customize the Boss Pokémon’s six main stats, including:
* HP
* Attack
* Defense
* Special Attack
* Special Defense
* Speed
This makes it possible to create Bosses with fully customized strength levels and difficulty.
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### HP Phase Skill Switching
A new **HP phase-based skill switching** mechanic has been added.
Players can now define different skill sets for different Boss HP stages through datapacks. For example:
* Default skill set
* 90% HP skill set
* 80% HP skill set
* 70% HP skill set
* 60% HP skill set
When the Boss enters a specific HP range, its skills will automatically switch to the skill set configured for that phase.
For example, when the Boss’s HP drops below 90% and enters the next phase, its moveset will switch from the default set to the 90% HP phase set.
This greatly increases the Boss’s coverage and battle variety.
**Note:**
Each time the Boss switches to a new skill phase, its moves will be refreshed once.
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### Boss Action Count Per Turn
Because battle modes such as **6v1** make single-action Bosses too weak, a new **Boss action count** mechanic has been added.
Players can now define how many times a Boss can act per turn in each battle mode through datapacks.
However, there is one limitation:
> The Boss’s maximum number of actions cannot exceed the number of Pokémon on the opposing team.
For example:
* In **6v1**, the maximum Boss action count is **6**
* In **2v1**, the maximum Boss action count is **2**
It cannot be increased beyond that limit.
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## 4. Additional Updates
Besides the three major systems above, this update also includes several smaller but important improvements:
### Optional Time, Location, and Biome Fields
Time, location, and biome are no longer required fields in the datapack configuration.
This makes Boss configuration much more flexible.
### New All-Time Spawn Field
An **all-time** field has been added, allowing Bosses to spawn at any time of day.
### Reward Commands Added
You can now define rewards through commands.
For example, defeating a Boss can now reward players with:
* A specific Pokémon
* Custom command-based rewards
### Punishment Commands Added
Punishments can now also be defined through commands.
For example, if a player runs away from a Boss battle, they can receive:
* Negative status effects
* Custom level reduction penalties
* Effort Value (EV) reduction penalties
* Individual Value (IV) reduction penalties
### Dynamic and Fixed Rewards
The reward system now supports both:
* Dynamic rewards
* Fixed rewards
### Dynamic and Fixed Punishments
The punishment system now supports both:
* Dynamic punishments
* Fixed punishments
### Two New Dynamic Level Generation Methods
Two new dynamic Boss level generation methods have been added:
* Generate the Boss level based on the player’s Pokémon
* Generate the Boss level based on the highest-level Pokémon in the player’s team, according to a custom configuration
This makes Boss difficulty scale more naturally with player progression.
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# Summary
This update significantly expands the Boss system’s flexibility, depth, and customization.
The main improvements focus on:
* Command-based Boss management
* Multiple battle modes
* Richer battle mechanics
* More flexible reward and punishment systems
* Smarter dynamic level generation
Whether you want to create **fixed Boss spawn areas**, **custom Boss arenas**, or **challenging team-based Boss encounters**, this update provides much more complete support.
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Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }