What problem does it solve?
It removes the friction of coordinating a head-to-head, turn-based Pokémon-style battle by providing a guided room-based flow between two players on the same network.
Core Features & Use Cases
- Real-time LAN room flow: host a session with an advertised join address and let a guest connect using a shared session code and host:port.
- Turn-based combat with guided UI: uses structured action prompts for moves, switch selection, and surrender confirmation so you don’t need to type opaque commands mid-battle.
- Battle lifecycle controls: supports open/join, resume after handshake, status inspection, and leaving the battle with opponent notification.
- LAN vs loopback modes: supports testing on the same machine (loopback) and fighting between machines on the same LAN (LAN mode with firewall considerations).
Quick Start
Open a room by running /tkm:friendly-battle open, then share the printed session code and host:port with your opponent so they can run /tkm:friendly-battle join <code>@<host>:<port>.