Tokenmon friendly battle

Coordinate LAN turn-based battles with host/guest session flows.

24|6|Updated Mar 30, 2026
One-click install
npx skills add https://github.com/ThunderConch/tkm --skill tokenmon-friendly-battle
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Tokenmon friendly battle
Source: https://github.com/ThunderConch/tkm/tree/main/skills/friendly-battle
Command: npx skills add https://github.com/ThunderConch/tkm --skill tokenmon-friendly-battle

SYSTEM DOCUMENTATION & REQUIREMENTS

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>.

Frequently Asked Questions about Tokenmon friendly battle

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

FAQPage Schema
How do I set up a real-time turn-based battle over LAN between two players?

To set up a real-time turn-based battle over LAN, run the open command to host a session, then share the printed session code and host:port with your opponent so they can join using the join command. Both players must connect to the same battle daemon to progress through guided move and switch actions.

Can I test a LAN friendly battle on the same machine without a second computer?

Yes, you can test a LAN friendly battle on the same machine using loopback mode. This allows both players to connect to the local battle daemon via loopback networking, simulating a two-player session without requiring separate physical machines on a local network.

How does guided UI work for selecting moves during a turn-based battle session?

Guided UI for selecting moves uses structured AskUserQuestion-based action prompts during the battle session. This provides explicit move options, switch selection, and surrender confirmation prompts, so players do not need to type opaque commands manually mid-battle to progress combat.

What happens if a LAN game session disconnects during a turn-based battle?

If a LAN game session disconnects during a turn-based battle, the battle daemon supports a resume flow after handshake. Players can use single-shot status probes to inspect the current session state and rejoin the active battle using the resume command to continue from where they left off.

Do I need to configure firewall settings to host a multiplayer battle on a local network?

Yes, hosting a multiplayer battle on a local network requires firewall considerations to allow LAN connections. The host machine must permit inbound traffic on the specified port so the guest player can successfully connect to the battle daemon using the shared host:port address.

How do I leave a multiplayer battle session and notify my opponent?

To leave a multiplayer battle session and notify your opponent, use the leave command from within the active game session. This triggers a structured battle lifecycle control that formally exits the session and sends an opponent notification that you have surrendered or departed.