Add Feature

Add moves, items, or mechanics to the modular Pokemon battle system.

2|Updated Feb 10, 2026
One-click install
npx skills add https://github.com/gabathanasiou/Pokemon-battle-modular --skill add-feature-gabathanasiou
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Add Feature
Source: https://github.com/gabathanasiou/Pokemon-battle-modular/tree/main/.agent/skills/add_feature
Command: npx skills add https://github.com/gabathanasiou/Pokemon-battle-modular --skill add-feature-gabathanasiou

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Streamlines adding new moves, items, or mechanics to the modular Pokemon battle system.

Core Features & Use Cases

  • Clear guidelines for introducing new content, including how to update MOVE_DEX, data definitions, and integration points across core, data, and UI.
  • Examples for common patterns (damage, status, and unique behaviors) and end-of-turn processing considerations.
  • Use Cases: A developer wants to add a brand-new 'Hyper Charge' move that scales with levels and requires a new item; or a new item that alters battle flow.

Quick Start

Create a new move by updating MOVE_DEX and data files, then validate in a battle test.

Frequently Asked Questions about Add Feature

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add new moves to a modular Pokemon battle system?

To add new moves to a modular Pokemon battle system, update the MOVE_DEX and data files with the required definitions, then validate the changes using a battle test to ensure core logic integration.

How do I integrate new items into game development battle mechanics?

Integrating new items into game development battle mechanics requires updating data definitions and end-of-turn processing logic, ensuring the new item alters battle flow cohesively across the core engine and UI layers.

What is the best way to implement custom mechanics in a Gen II style battle engine?

Implementing custom mechanics in a Gen II style battle engine involves applying modular architecture patterns across data, core logic, and AI, documenting additions in SKILL.md to maintain testable and cohesive content extensions.

How does end-of-turn processing work when extending Pokemon battle systems?

End-of-turn processing when extending Pokemon battle systems handles status effects and unique behaviors after actions resolve, requiring updates to core logic so new moves and items interact correctly within the battle flow.

Can I add level-scaling damage moves without breaking existing battle data?

You can add level-scaling damage moves by updating MOVE_DEX entries and data definitions with the appropriate damage formulas, then running battle tests to confirm compatibility with existing modular battle architecture.

Why do I need to update AI integration when adding content to a modular game architecture?

Updating AI integration when adding content to modular game architecture ensures the computer-controlled opponent recognizes new moves, items, and mechanics, allowing the AI to make valid tactical decisions during Gen II style battles.