Battle Mechanics
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 35/100
Research direction
No files, tests, or entry points are named. Start by reviewing the issue discussion and the existing item-related API structures, then define how held effects, use effects, and their conditions should be represented programmatically. Done means the agreed battle mechanics are exposed through the API with coverage for the supported effects and conditions.
Written by the indexing model from the issue text.
Description
I want to add programmatic item held effects, use effects, and the conditions for those items effects to make the API better for battle simulators (what i am personally using it for).
i want to take a shot at implementing it myself if someone isn't already working on something similar.
- Dominant language
- Python
- Stars
- 5.4k
- Forks
- 1.2k
- Avg merge
- 2d 12h
- Merged PRs (30d)
- 18
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
More from PokeAPI/pokeapi
-
Difficulty 2/5 1-2 days Newbie friendliness 76/100
-
bug
Difficulty 1/5 Under an hour Newbie friendliness 88/100
-
Difficulty 3/5 1-2 days Newbie friendliness 55/100
-
UV hardlink files Open
Difficulty 3/5 1-2 days Newbie friendliness 48/100
-
Ball legality Open
Difficulty 5/5 Over a week Newbie friendliness 35/100
Similar issues
-
Difficulty 2/5 1-3 hours Newbie friendliness 78/100
-
Difficulty 2/5 1-3 hours Newbie friendliness 86/100
browser-use/browser-use#5905 ·
-
type: enhancement
Difficulty 2/5 1-3 hours Newbie friendliness 68/100
ynput/ayon-python-api#363 ·
-
bug needs triage
Difficulty 2/5 1-3 hours Newbie friendliness 88/100
modelscope/FunASR#3728 ·
-
Difficulty 2/5 1-3 hours Newbie friendliness 88/100
open-compass/opencompass#2655 ·