LevelCap System
If you run a Pixelmon server and want to keep progression meaningful, the LevelCap System add-on is exactly the kind of tool you have been looking for. Instead of letting players steamroll through the early game with overleveled captures, this add-on ties the maximum level of wild Pixelmon, trades, and raids directly to a player's badge count. The result is a smoother difficulty curve, fairer multiplayer encounters, and a genuine sense of achievement every time a new badge is earned.
What the LevelCap System Does
At its core, the add-on enforces a level cap based on how many badges a player currently holds. Every mechanic that could otherwise bypass that cap is adjusted automatically, so server owners do not have to babysit progression rules manually.
- Capture: Wild Pixelmon can only be caught up to your current badge level.
- Leveling: Pixelmon that hit the cap keep storing XP and resume leveling once you earn a new badge.
- Level Items: Using Rare Candy and similar items triggers a chat message when the cap is reached, preserving XP for later.
- NPC Trades: Traded Pixelmon adjust automatically to your maximum badge level.
- Raids: Caught Raid Pixelmon scale to match your current badge level.
- Player Trades: Receiving a traded Pixelmon requires the corresponding badge level, keeping trades fair.
Level Scaling and Multiplayer Priority
Wild Pixelmon now spawn up to the cap determined by your badge level, which keeps encounters balanced no matter where a player is in their journey. When two players are within a 7-chunk radius, spawn priority goes to the player with the lowest badge level. This small detail makes a big difference on busy servers, since newer players are not drowned out by veterans farming the same area.
Permission-Based Badge Case
Server admins using a permissions plugin like LuckPerms can replace the standard Badge Case with their own permission nodes. All the relevant details live in badgelevel.yml, so integration with existing rank systems is straightforward.
Duplicate Badge Check and Exclusions
The add-on automatically blocks duplicate badges from being added to a Badge Case, and you can tweak that behavior in settings.yml. If certain Pokémon should never be affected by the cap, excludelevelcap.yml lets you list them individually.
Configuration Files
Everything from messages to excluded Pokémon is customizable. The configuration lives in config/levelcapsystem/ and is split across four files:
- settings.yml
- messages.yml
- excludelevelcap.yml
- badgelevel.yml
If you prefer a frictionless setup, the foxygame.net launcher bundles LevelCap System into its add-on catalog, so you can enable it with a single click and let the launcher handle version matching for you. That removes the guesswork of hunting down the right build for your server.
Version Support and Loaders
The add-on is built for Pixelmon setups running Minecraft 1.20.2 and 1.21.1, with support for those versions actively being worked on. Because it is a server-side Java project, it fits naturally into Forge-based Pixelmon servers, and the configuration files are designed to be edited without touching any code.
How to Install
Installing the add-on is simple. Drop the jar file into your server's mods folder, restart the server, and the configuration directory will generate automatically on first launch. From there, open badgelevel.yml to map your badge progression, adjust messages.yml for player-facing text, and fine-tune settings.yml to match your server's rules. If you want to disable specific modules such as trading, catching, raids, or interactions, that functionality is planned for a future update.
Final Thoughts
The LevelCap System gives Pixelmon server owners a clean, configurable way to gate progression behind badges without breaking the core gameplay loop. Captures, trades, raids, and leveling all respect the same cap, and the spawn priority rule keeps multiplayer fair for everyone. If you want a more structured Pixelmon experience, this add-on is well worth adding to your server.