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  1. Done Add Ident to request.active structs

    Oh! Thank-you I did not realise that.
  2. Done Add Ident to request.active structs

    Hey guys, Back with another random API suggestion to make life easier (well, my life at least :blobshrug: ). When a |request|REQUEST arrives as detailed here https://github.com/smogon/pokemon-showdown/blob/master/sim/SIM-PROTOCOL.md we're told the moves available like so ``` "active": [...
  3. Done Include num fields in simulator replies

    Hm so I can either store that data or pull it on boot :blobthinking: yep that will help. The only concern I'd then have is around version mismatch if the showdown version I'm using as a lib and the published files differ - though this is really only an issue if data is removed from the data...
  4. Done Include num fields in simulator replies

    Currently the |request API response includes the active pokemon moves & data about pokemon on the side. Excerpt from https://github.com/smogon/pokemon-showdown/blob/master/sim/SIM-PROTOCOL.md "moves": [ { "move": "Light Screen", "id": "lightscreen"...
  5. Ask A Simple Question, Get A Simple Answer - Pokemon Showdown! Edition

    Yeah it is either that or wireshark. If I get time I'll post up the message structure somewhere.
  6. Ask A Simple Question, Get A Simple Answer - Pokemon Showdown! Edition

    Hi MJB! Yes I did see that - but sadly the battle messages aren't documented yet. *Edit* Although Room initialization looks promising to start with .. It would be enough if one could send "Given Field f; Side s1; Side s2; Pokemon 1; Pokemon 2; Pokemon1 uses move B; Tell me the result." It...
  7. Ask A Simple Question, Get A Simple Answer - Pokemon Showdown! Edition

    My question - can pokemon showdown be run as a self contained engine to simulate pokemon battles, that another program can relate to via the sending & receiving of JSON objects ? ( I can't find any details for the structure of these messages .. and it would be nice to be able to write plugins...
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