mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-05-06 22:43:29 -05:00
Added detailschange and -formechange, which detail when a pokemon undergoes a forme change (Mega Evolution, etc.), as well as -transform, for when a Pokemon uses Transform/Imposter. Added damage-related messages: -crit, -supereffective, -resisted, -immune. Added details regarding items via -item, -enditem. Added more detail about status messages with -curestatus, -cureteam.
441 lines
15 KiB
Markdown
441 lines
15 KiB
Markdown
Protocol
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========
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Pokemon Showdown's protocol is relatively simple.
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Pokemon Showdown is implemented in SockJS. SockJS is a compatibility
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layer over raw WebSocket, so you can actually connect to Pokemon
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Showdown directly using WebSocket:
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ws://sim.smogon.com:8000/showdown/websocket
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or
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wss://sim.smogon.com/showdown/websocket
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Client-to-server messages
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-------------------------
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Messages from the user to the server are in the form:
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ROOMID|TEXT
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`ROOMID` can optionally be left blank if it's the lobby, or if the room
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is irrelevant (for instance, if `TEXT` is a command like
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`/join lobby` where it doesn't matter what room it's sent from, you can
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just send `|/join lobby`.)
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`TEXT` can contain newlines, in which case it'll be treated the same
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way as if each line were sent to the room separately.
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A partial list of available commands can be found with `/help`.
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To log in, look at the documentation for the `|challstr|` server message.
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Server-to-client messages
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-------------------------
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Messages from the server to the user are in the form:
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>ROOMID
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MESSAGE
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MESSAGE
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MESSAGE
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...
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`>ROOMID` and the newline after it can be omitted if the room is lobby
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or global. `MESSAGE` cannot start with `>`, so it's unambiguous whether
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or not `>ROOMID` has been omitted.
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As for the payload: it's made of any number of blocks of data
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separated by newlines; empty lines should be ignored. In particular,
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it should be treated the same way whether or not it ends in a
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newline, and if the payload is empty, the entire message should be ignored.
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If `MESSAGE` doesn't start with `|`, it should be shown directly in the
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room's log. Otherwise, it will be in the form:
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|TYPE|DATA
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For example:
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|j| Some dude
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|c|@Moderator|hi!
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|c| Some dude|you suck and i hate you!
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Some dude was banned by Moderator.
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|l| Some dude
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|b|battle-ou-12| Cool guy|@Moderator
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This might be displayed as:
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Some dude joined.
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@Moderator: hi!
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Some dude: you suck and i hate you!
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Some dude was banned by Moderator.
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Some dude left.
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OU battle started between Cool guy and Moderator
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For bandwidth reasons, there are five message types: `chat`, `join`, `leave`,
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`name`, and `battle`, which are sometimes abbreviated to `c`, `j`, `l`, `n`,
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and `b` respectively. All other message types are written out in full so they
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should be easy to understand.
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Four of these can be uppercase: `J`, `L`, `N`, and `B`, which are
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the equivalent of their lowercase versions, but are recommended not to be
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displayed inline because they happen too often. For instance, the main server
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gets around 5 joins/leaves a second, and showing that inline with chat would
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make it near-impossible to chat.
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Some outgoing message types
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---------------------------
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`USER` = a user, the first character being their rank (users with no rank are
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represented by a space), and the rest of the string being their username.
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####Room initialization
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`|init|ROOMTYPE`
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> The first message received from a room when you join it. `ROOMTYPE` is
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> one of: `chat` or `battle`
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`|users|USERLIST`
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> `USERLIST` is a comma-separated list of `USER`s, sent from chat rooms when
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> they're joined.
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####Room messages
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`||MESSAGE` or `MESSAGE`
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> We received a message `MESSAGE`, which should be displayed directly in
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> the room's log.
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`|html|HTML`
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> We received an HTML message, which should be sanitized and displayed
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> directly in the room's log.
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`|join|USER` or `|j|USER`
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> `USER` joined the room.
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`|leave|USER` or `|l|USER`
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> `USER` left the room.
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`|name|USER|OLDID` or `|n|USER|OLDID`
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> A user changed name to `USER`, and their previous userid was `OLDID`.
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`|chat|USER|MESSAGE` or `|c|USER|MESSAGE`
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> `USER` said `MESSAGE`. Note that `MESSAGE` can contain `|` characters,
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> so you can't just split by `|` and take the fourth string.
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`|:|TIMESTAMP`
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`|c:|TIMESTAMP|USER|MESSAGE`
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> `c:` is pretty much the same as `c`, but also comes with a UNIX timestamp;
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> (the number of seconds since 1970). This is used for accurate timestamps
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> in chat logs.
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>
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> `:` is the current time according to the server, so that times can be
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> adjusted and reported in the local time in the case of a discrepancy.
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>
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> The exact fate of this command is uncertain - it may or may not be
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> replaced with a more generalized way to transmit timestamps at some point.
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`|battle|ROOMID|USER1|USER2` or `|b|ROOMID|USER1|USER2`
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> A battle started between `USER1` and `USER2`, and the battle room has
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> ID `ROOMID`.
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####Battle messages
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`|player|PLAYER|USERNAME|AVATAR`
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> Appears when you join a battle room. `PLAYER` denotes which player it is
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> (`p1` or `p2`) and `USERNAME` is the username. `AVATAR` is the player's
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> avatar identifier (usually a number, but other values can be used for
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> custom avatars).
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|gametype|GAMETYPE
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|gen|GENNUM
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|tier|TIERNAME
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|rated
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|rule|RULE: DESCRIPTION
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> Additional details when you join a battle room. `GAMETYPE` is one of
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> `singles`, `doubles`, or `triples`; `GENNUM` denotes the generation of
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> Pokemon being played; `tier` is the format; and `rule` appears multiple
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> times, once for each clause in effect. `rated` only appears if the battle
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> is rated.
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|clearpoke
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|poke|PLAYER|SPECIES
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|poke|PLAYER|SPECIES
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...
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|teampreview
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> These messages appear if you're playing a format that uses team previews.
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> `PLAYER` is the player ID (see `|player|`) and `SPECIES` is the
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> species of the Pokemon. `teampreview` commonly appears after `rule`
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> tags instead of after the Pokemon in the team preview.
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`|request|REQUEST`
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> Gives a JSON object containing a request for a decision (to move or
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> switch). To assist in your decision, `REQUEST.active` has information
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> about your active Pokemon, and `REQUEST.side` has information about your
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> your team as a whole.
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`|inactive|MESSAGE` or `|inactiveoff|MESSAGE`
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> A message related to the battle timer has been sent. The official client
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> displays these messages in red.
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>
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> `inactive` means that the timer is on at the time the message was sent,
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> while `inactiveoff` means that the timer is off.
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`|start`
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> Indicates that the game has started.
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**Major actions**
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In battle, most Pokemon actions come in the form `|ACTION|POKEMON|DETAILS`
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followed by a few messages detailing what happens after the action occurs.
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A Pokemon is always identified in the form `POSITION: NAME`. `POSITION` is
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the spot that the Pokemon is in: it consists of the `PLAYER` of the player
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(see `|player|`), followed by a letter indicating the given Pokemon's
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position, counting from `a`.
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In doubles and triples battles, `a` will refer to the leftmost Pokemon
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on one team and the rightmost Pokemon on the other (so `p1a` faces `p2c`,
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etc). `NAME` is the nickname of the Pokemon performing the action.
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`|move|POKEMON|MOVE|TARGET`
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> The specified Pokemon has used move `MOVE` at `TARGET`. If a move has
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> multiple targets or no target, `TARGET` should be ignored. If a move
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> targets a side, `TARGET` will be a (possibly fainted) pokemon on that
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> side.
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>
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> `move` can be tagged with `|[miss]` to indicate that the move missed.
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`|switch|POKEMON|SPECIES|HP STATUS` or `|drag|POKEMON|SPECIES|HP STATUS`
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> A Pokemon identified by `POKEMON` has switched in (the old Pokemon, if
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> still there, is switched out).
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>
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> The new Pokemon has species `SPECIES`, HP `HP`, and status `STATUS`. `HP`
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> is specified as a fraction; if it is your own Pokemon then it will be
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> `CURRENT/MAX`, if not, it will be `/100` if HP Percentage Mod is in effect
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> and `/48` otherwise. `STATUS` can be left blank, or it can be `slp`,
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> `par`, etc.
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>
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> `switch` means it was intentional, while `drag` means it was unintentional
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> (forced by Whirlwind, Roar, etc).
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`|detailschange|POKEMON|FORME|HP STATUS` or
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`|detailschange|POKEMON|FORME, GENDER|HP STATUS` or
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`|-formechange|POKEMON|FORME|HP STATUS`
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> The specified Pokemon has changed formes (via Mega Evolution, ability, etc.)
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> to `FORME`. If the forme change cannot be reverted (Mega Evolution or a
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> Shaymin-Sky that is frozen), then `detailschange` will appear; otherwise,
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> the client will send `-formechange`. `GENDER` can appear in `detailschange`
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> if the transforming Pokemon has a gender, displayed as `M` or `F`
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> for male and female, respectively.
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`|cant|POKEMON|REASON` or `|cant|POKEMON|REASON|MOVE`
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> The Pokemon `POKEMON` could not perform a move because of the indicated
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> `REASON` (such as paralysis, Disable, etc). Sometimes, the move it was
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> trying to use is given.
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`|faint|POKEMON`
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> The Pokemon `POKEMON` has fainted.
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**Minor actions**
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Minor actions are less important than major actions. In the official client,
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they're usually displayed in small font if they have a message. Pretty much
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anything that happens in a battle other than a switch or the fact that a move
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was used is a minor action. So yes, the effects of a move such as damage or
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stat boosts are minor actions.
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Minor actions often come with tags such as `|[from] EFFECT|[of] SOURCE`.
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`EFFECT` will be an effect (move, ability, item, status, etc), and `SOURCE`
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will be a Pokemon. These can affect the message or animation displayed, but
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do not affect anything else. Other tags include `|[still]` (suppress
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animation) and `|[silent]` (suppress message).
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`|-fail|POKEMON|ACTION`
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> The specified `ACTION` has failed against the `POKEMON` targetted. The `ACTION`
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> in question can be a move that fails, or a stat drop blocked by an ability
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> like Hyper Cutter, in which case `ACTION` will be `unboost|STAT`, where `STAT`
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> indicates where the ability prevents stat drops. (For abilities that block all
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> stat drops, like Clear Body, `|STAT` does not appear.)
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`|-damage|POKEMON|HP STATUS`
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> The specified Pokemon `POKEMON` has taken damage, and is now at
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> `HP STATUS` (see `|switch|` for details).
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>
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> If `HP` is 0, `STATUS` should be ignored. The current behavior is for
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> `STATUS` to be `fnt`, but this may change and should not be relied upon.
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`|-heal|POKEMON|HP STATUS`
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> Same as `-damage`, but the Pokemon has healed damage instead.
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`|-status|POKEMON|STATUS`
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> The Pokemon `POKEMON` has been inflicted with `STATUS`.
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`|-curestatus|POKEMON|STATUS`
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> The Pokemon `POKEMON` has recovered from `STATUS`.
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`|-cureteam|POKEMON`
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> The Pokemon `POKEMON` has used a move that cures its team of status effects,
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> like Heal Bell.
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`|-boost|POKEMON|STAT|AMOUNT`
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> The specified Pokemon `POKEMON` has gained `AMOUNT` in `STAT`, using the
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> standard rules for Pokemon stat changes in-battle. `STAT` is a standard
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> three-letter abbreviation fot the stat in question, so Speed will be `spe`,
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> Special Defense will be `spd`, etc.
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`|-unboost|POKEMON|STAT|AMOUNT`
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> Same as `-boost`, but for negative stat changes instead.
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`|-weather|WEATHER`
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> Indicates the weather that is currently in effect. If `|[upkeep]` is present,
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> it means that `WEATHER` was active previously and is still in effect that
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> turn. Otherwise, it means that the weather has changed due to a move or ability,
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> or has expired, in which case `WEATHER` will be `none`.
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`|-crit|POKEMON`
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> A move has dealt a critical hit against the `POKEMON`.
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`|-supereffective|POKEMON`
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> A move was super effective against the `POKEMON`.
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`|-resisted|POKEMON`
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> A move was not very effective against the `POKEMON`.
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`|-immune|POKEMON`
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> The `POKEMON` was immune to a move.
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`|-item|POKEMON|ITEM`
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> Reveals the `ITEM` that `POKEMON` is holding. If a Pokemon's item has changed to
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> a different item, an ability reveals the item, or the item must be broadcast upon
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> switch-in (like Air Balloon), this will appear.
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`|-enditem|POKEMON|ITEM`
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> The `ITEM` held by `POKEMON` has been removed, and it now holds no item. This can
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> be because the item was consumed or destroyed by its own effects (Berries, Air
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> Balloon), or was forcefully removed by a move or ability.
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`|-transform|POKEMON|SPECIES`
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> The Pokemon `POKEMON` has transformed into `SPECIES` by the effect of Transform
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> or the ability Imposter.
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I'll document all the message types eventually, but for now this should be
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enough to get you started. You can watch the data sent and received from
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the server on a regular connection, or look at the client source code
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for a full list of message types.
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####Global messages
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`|popup|MESSAGE`
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> Show the user a popup containing `MESSAGE`. `||` denotes a newline in
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> the popup.
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`|pm|SENDER|RECEIVER|MESSAGE`
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> A PM was sent from `SENDER` to `RECEIVER` containing the message
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> `MESSAGE`.
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`|usercount|USERCOUNT`
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> `USERCOUNT` is the number of users on the server.
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`|nametaken|USERNAME|MESSAGE`
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> You tried to change your username to `USERNAME` but it failed for the
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> reason described in `MESSAGE`.
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`|challstr|KEYID|CHALLENGE`
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> You just connected to the server, and we're giving you some information you'll need to log in.
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>
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> If you're already logged in and have session cookies, you can make an HTTP GET request to
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> `http://play.pokemonshowdown.com/action.php?act=upkeep&challengekeyid=KEYID&challenge=CHALLENGE`
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>
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> Otherwise, you'll need to make an HTTP POST request to `http://play.pokemonshowdown.com/action.php`
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> with the data `act=login&name=USERNAME&pass=PASSWORD&challengekeyid=KEYID&challenge=CHALLENGE`
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>
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> `USERNAME` is your username and `PASSWORD` is your password, and `KEYID` and
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> `CHALLENGE` are the values you got from `|challstr|`. (Also feel free to make
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> the request to `https://` if your client supports it.)
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>
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> Either way, the response will start with `]` and be followed by a JSON
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> object which we'll call `data`.
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>
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> Finish logging in (or renaming) by sending: `/trn USERNAME,0,ASSERTION`
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> where `USERNAME` is your desired username and `ASSERTION` is `data.assertion`.
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`|updateuser|USERNAME|NAMED|AVATAR`
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> Your name or avatar was successfully changed. Your username is now `USERNAME`.
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> `NAMED` will be `0` if you are a guest or `1` otherwise. And your avatar is
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> now `AVATAR`.
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`|formats|FORMATSLIST`
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> This server supports the formats specified in `FORMATSLIST`. `FORMATSLIST`
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> is a `|`-separated list of `FORMAT`s. `FORMAT` is a format name with one or
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> more of these suffixes: `,#` if the format uses random teams, `,,` if the
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> format is only available for searching, and `,` if the format is only
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> available for challenging.
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> Sections are separated by two vertical bars with the number of the column of
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> that section prefixed by `,` in it. After that follows the name of the
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> section and another vertical bar.
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`|updatesearch|JSON`
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> `JSON` is a JSON object representing the current state of what battles the
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> user is currently searching for.
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`|updatechallenges|JSON`
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> `JSON` is a JSON object representing the current state of who the user
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> is challenging and who is challenging the user.
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`|queryresponse|QUERYTYPE|JSON`
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> `JSON` is a JSON object representing containing the data that was requested
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> with `/query QUERYTYPE` or `/query QUERYTYPE DETAILS`.
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>
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> Possible queries include `/query roomlist` and `/query userdetails USERNAME`.
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