add-move — community add-move, pokestar, community, ide skills

v1.0.0

About this Skill

Ideal for AI Agents specializing in Discord bot development and Pokemon game mechanics modification. Add new moves to the battle system. Use when implementing attack, status, or support moves for Pokemon.

ewei068 ewei068
[0]
[0]
Updated: 3/12/2026

Killer-Skills Review

Decision support comes first. Repository text comes second.

Reference-Only Page Review Score: 7/11

This page remains useful for operators, but Killer-Skills treats it as reference material instead of a primary organic landing page.

Original recommendation layer Concrete use-case guidance Explicit limitations and caution Locale and body language aligned
Review Score
7/11
Quality Score
33
Canonical Locale
en
Detected Body Locale
en

Ideal for AI Agents specializing in Discord bot development and Pokemon game mechanics modification. Add new moves to the battle system. Use when implementing attack, status, or support moves for Pokemon.

Core Value

Enables direct modification of Pokemon battle mechanics by adding new move implementations to the battle system. Provides structured access to modify moveIdEnum in battleEnums.js and implement complete move objects in moves.js with type, power, and effect specifications.

Ideal Agent Persona

Ideal for AI Agents specializing in Discord bot development and Pokemon game mechanics modification.

Capabilities Granted for add-move

Extending battle system capabilities with custom moves
Modifying Pokemon Gacha bot gameplay mechanics
Adding new combat options to Discord bot battles

! Prerequisites & Limits

  • Requires filesystem access to modify src/enums/battleEnums.js and src/battle/data/moves.js
  • Limited to Pokemon Gacha Discord Bot architecture
  • Cannot modify battleConfig.js without explicit permission

Why this page is reference-only

  • - The underlying skill quality score is below the review floor.

Source Boundary

The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.

After The Review

Decide The Next Action Before You Keep Reading Repository Material

Killer-Skills should not stop at opening repository instructions. It should help you decide whether to install this skill, when to cross-check against trusted collections, and when to move into workflow rollout.

Labs Demo

Browser Sandbox Environment

⚡️ Ready to unleash?

Experience this Agent in a zero-setup browser environment powered by WebContainers. No installation required.

Boot Container Sandbox

FAQ & Installation Steps

These questions and steps mirror the structured data on this page for better search understanding.

? Frequently Asked Questions

What is add-move?

Ideal for AI Agents specializing in Discord bot development and Pokemon game mechanics modification. Add new moves to the battle system. Use when implementing attack, status, or support moves for Pokemon.

How do I install add-move?

Run the command: npx killer-skills add ewei068/pokestar/add-move. It works with Cursor, Windsurf, VS Code, Claude Code, and 19+ other IDEs.

What are the use cases for add-move?

Key use cases include: Extending battle system capabilities with custom moves, Modifying Pokemon Gacha bot gameplay mechanics, Adding new combat options to Discord bot battles.

Which IDEs are compatible with add-move?

This skill is compatible with Cursor, Windsurf, VS Code, Trae, Claude Code, OpenClaw, Aider, Codex, OpenCode, Goose, Cline, Roo Code, Kiro, Augment Code, Continue, GitHub Copilot, Sourcegraph Cody, and Amazon Q Developer. Use the Killer-Skills CLI for universal one-command installation.

Are there any limitations for add-move?

Requires filesystem access to modify src/enums/battleEnums.js and src/battle/data/moves.js. Limited to Pokemon Gacha Discord Bot architecture. Cannot modify battleConfig.js without explicit permission.

How To Install

  1. 1. Open your terminal

    Open the terminal or command line in your project directory.

  2. 2. Run the install command

    Run: npx killer-skills add ewei068/pokestar/add-move. The CLI will automatically detect your IDE or AI agent and configure the skill.

  3. 3. Start using the skill

    The skill is now active. Your AI agent can use add-move immediately in the current project.

! Reference-Only Mode

This page remains useful for installation and reference, but Killer-Skills no longer treats it as a primary indexable landing page. Read the review above before relying on the upstream repository instructions.

Upstream Repository Material

The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.

Upstream Source

add-move

Install add-move, an AI agent skill for AI agent workflows and automation. Review the use cases, limitations, and setup path before rollout.

SKILL.md
Readonly
Upstream Repository Material
The section below is imported from the upstream repository and should be treated as secondary evidence. Use the Killer-Skills review above as the primary layer for fit, risk, and installation decisions.
Supporting Evidence

Adding Moves to Pokestar

Quick Reference

Files to modify:

  1. src/enums/battleEnums.js - Add moveIdEnum.YOUR_MOVE entry (ONLY if not exists)
  2. src/battle/data/moves.js - Add the move implementation

DO NOT modify other moves or battleConfig.js unless explicitly asked.

Move Structure

javascript
1[moveIdEnum.MOVE_NAME]: new Move({ 2 id: moveIdEnum.MOVE_NAME, 3 name: "Move Name", 4 type: pokemonTypes.TYPE, // FIRE, WATER, GRASS, etc. 5 power: 80, // Base damage (null for non-damaging) 6 accuracy: 100, // Hit chance % (null = always hits) 7 cooldown: 3, // Turns before reusable 8 targetType: targetTypes.ENEMY, // ENEMY, ALLY, ANY 9 targetPosition: targetPositions.FRONT, // FRONT, BACK, ANY, SELF, NON_SELF 10 targetPattern: targetPatterns.SINGLE, // See references/target-patterns.md 11 tier: moveTiers.POWER, // BASIC, POWER, ULTIMATE 12 damageType: damageTypes.PHYSICAL, // PHYSICAL, SPECIAL, OTHER 13 description: "Move description", 14 execute() { /* implementation */ }, 15}),

Execute Context

NOTE: The execute function binds this to the MoveInstance.js MoveInstance class, with properties such as:

Example Properties:

  • this.source - User of the move
  • this.primaryTarget - Main target selected
  • this.allTargets - All affected targets (based on pattern)
  • this.missedTargets - Targets that were missed
  • this.battle - Battle instance
  • this.power, this.type, this.id - Move properties

Example Generic Methods

All generic methods are available in MoveInstance.js. These are some common examples:

javascript
1// Deal damage to all targets 2this.genericDealAllDamage(); 3// Returns { damageInstances: {targetId: damage}, totalDamageDealt: number } 4 5// Custom damage calculation 6this.genericDealAllDamage({ 7 calculateDamageFunction: (args) => 8 this.source.calculateMoveDamage(args) * 1.5, 9 offTargetDamageMultiplier: 0.5, 10 backTargetDamageMultiplier: 0.7, 11 attackOverride: this.source.getStat("def"), 12}); 13 14// Apply status (BURN, PARALYSIS, FROZEN, SLEEP, POISON) 15this.genericApplyAllStatus({ 16 statusId: statusConditions.BURN, 17 probability: 0.3, 18}); 19 20// Apply effect (see references/effects.md) 21this.genericApplyAllEffects({ 22 effectId: "atkUp", 23 duration: 3, 24 probability: 0.5, 25}); 26 27// Single target effect 28this.genericApplySingleEffect({ 29 target: this.primaryTarget, 30 effectId: "shield", 31 duration: 3, 32 initialArgs: { shield: 100 }, 33}); 34 35// Combat readiness 36this.genericChangeAllCombatReadiness({ amount: 25, action: "boost" }); // or "reduce" 37 38// Healing 39this.genericHealAllTargets({ healPercent: 25 }); 40this.genericHealSingleTarget({ target, healAmount: 100 });

Move Tags

Optional tags array for ability interactions:

  • "punch" - Boosted by Iron Fist ability
  • "slice" - Boosted by Sharpness ability
  • "charge" - Two-turn move

Dynamic Move Properties

Use overrideFields to change properties based on context:

javascript
1overrideFields: (options) => { 2 if (options.source?.speciesId === pokemonIdEnum.SPECIAL_FORM) { 3 return { power: 120, description: "Enhanced version" }; 4 } 5},

Useful BattlePokemon Methods

  • pokemon.getStat("atk") - Get effective stat
  • pokemon.hasType(pokemonTypes.FIRE) - Check type
  • pokemon.applyEffect(id, duration, source, initialArgs)
  • pokemon.dispellEffect(effectId) - Remove effect
  • pokemon.removeStatus() - Clear status condition
  • pokemon.dealDamage(amount, target, info) - Deal damage
  • pokemon.giveHeal(amount, target, info) - Heal
  • pokemon.boostCombatReadiness(source, amount)
  • pokemon.getPartyPokemon() - Get ally array
  • pokemon.isFainted - Check if fainted

References

  • references/target-patterns.md - Visual guide to target patterns
  • references/effects.md - List of all buff/debuff effect IDs
  • references/pattern-*.md - Code examples for common move types

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