pokemon-showdown/protocol-doc.md
kevinhoyinlau e41c50d834 Started documenting battle messages
Added documentation for the following battle messages: request, move,
switch, -damage/-heal, -boost/-unboost, faint, cant.

Other messages will come next, followed perhaps by how to send moves.

Also, changed most bold headers to h4 headers so that the hierarchy for
battle messages could be more obvious.
2014-08-12 00:24:31 -07:00

11 KiB

Protocol

Pokemon Showdown's protocol is relatively simple.

Pokemon Showdown is implemented in SockJS. SockJS is a compatibility layer over raw WebSocket, so you can actually connect to Pokemon Showdown directly using WebSocket:

ws://sim.smogon.com:8000/showdown/websocket
  or
wss://sim.smogon.com/showdown/websocket

Client-to-server messages

Messages from the user to the server are in the form:

ROOMID|TEXT

ROOMID can optionally be left blank if it's the lobby, or if the room is irrelevant (for instance, if TEXT is a command like /join lobby where it doesn't matter what room it's sent from, you can just send |/join lobby.)

TEXT can contain newlines, in which case it'll be treated the same way as if each line were sent to the room separately.

A partial list of available commands can be found with /help.

To log in, look at the documentation for the |challstr| server message.

Server-to-client messages

Messages from the server to the user are in the form:

>ROOMID
MESSAGE
MESSAGE
MESSAGE
...

>ROOMID and the newline after it can be omitted if the room is lobby or global. MESSAGE cannot start with >, so it's unambiguous whether or not >ROOMID has been omitted.

As for the payload: it's made of any number of blocks of data separated by newlines; empty lines should be ignored. In particular, it should be treated the same way whether or not it ends in a newline, and if the payload is empty, the entire message should be ignored.

If MESSAGE doesn't start with |, it should be shown directly in the room's log. Otherwise, it will be in the form:

|TYPE|DATA

For example:

|tc|2|@Moderator|Some dude will join in two seconds!
|j| Some dude
|c|@Moderator|hi!
|c| Some dude|you suck and i hate you!
Some dude was banned by Moderator.
|l| Some dude
|b|battle-ou-12| Cool guy|@Moderator

This might be displayed as:

@Moderator: Some dude will join in two seconds!
Some dude joined.
@Moderator: hi!
Some dude: you suck and i hate you!
Some dude was banned by Moderator.
Some dude left.
OU battle started between Cool guy and Moderator

For bandwidth reasons, there are five message types: chat, join, leave, name, and battle, which are sometimes abbreviated to c, j, l, n, and b respectively. All other message types are written out in full so they should be easy to understand.

Four of these can be uppercase: J, L, N, and B, which are the equivalent of their lowercase versions, but are recommended not to be displayed inline because they happen too often. For instance, the main server gets around 5 joins/leaves a second, and showing that inline with chat would make it near-impossible to chat.

tc is pretty much the same as c, but also gives the delta time; the amount of seconds passed since the message has been sent. This is so that when the chat replays for example, the times shown are correct.

Some outgoing message types

USER = a user, the first character being their rank (users with no rank are represented by a space), and the rest of the string being their username.

####Room initialization

|init|ROOMTYPE

The first message received from a room when you join it. ROOMTYPE is one of: chat or battle

|users|USERLIST

USERLIST is a comma-separated list of USERs, sent from chat rooms when they're joined.

####Room messages

||MESSAGE or MESSAGE

We received a message MESSAGE, which should be displayed directly in the room's log.

|html|HTML

We received an HTML message, which should be sanitized and displayed directly in the room's log.

|join|USER or |j|USER

USER joined the room.

|leave|USER or |l|USER

USER left the room.

|name|USER|OLDID or |n|USER|OLDID

A user changed name to USER, and their previous userid was OLDID.

|chat|USER|MESSAGE or |c|USER|MESSAGE

USER said MESSAGE. Note that MESSAGE can contain | characters, so you can't just split by | and take the fourth string.

|battle|ROOMID|USER1|USER2 or |b|ROOMID|USER1|USER2

A battle started between USER1 and USER2, and the battle room has ID ROOMID.

####Battle messages

|player|ID|USERNAME|AVATAR

Appears when you join a battle room. ID denotes which player it is (p1 or p2) and USERNAME is the username. AVATAR is the player's avatar number.

|gametype|GAMETYPE
|gen|GENNUM
|tier|TIERNAME
|rated
|rule|RULE

Additional details when you join a battle room. GAMETYPE is either singles or doubles, GENNUM denotes the Pokemon Generation you're playing in, tier is the tier, and there are multiple rule tags to denote the rules that are in effect (Sleep Clause, etc). rated only appears if the battle is rated.

|clearpoke
|poke|PLAYER|SPECIES
|teampreview

These three messages appear if you're playing a format that uses team previews. PLAYER is the player ID (see above) and SPECIES is the species of the Pokemon. teampreview commonly appears after rule tags instead of after the Pokemon in the team preview.

|request|TEAMDATA

Gives an encoded JSON object of your current team. TEAMDATA.active has the moves of your active Pokemon, while TEAMDATA.side has the rest of the data about your team as a whole.

|inactive|MESSAGE

A message related to the battle timer has been sent.

|start

Indicates that the game has started. If the tier uses a teampreview, this message cannot

Pokemon Actions

In battle, most Pokemon actions come in the form |ACTION|POKEID|DETAILS followed by a few messages detailing what happens after the action occurs. POKEID is the form POSITION: NAME. POSITION is the spot that the Pokemon is in: it consists of the ID of the player (see player above), followed by a letter indicating the given Pokemon's position, counting from a. Note that in triples battles, a will refer to the leftmost Pokemon on one team and the rightmost Pokemon on the other, so take note of this if you're planning to write a bot that works with triples battles. NAME is the nickname of the Pokemon performing the action.

|move|POKEID|MOVE|TARGET

The specified Pokemon has used move MOVE. If a move is a single-target move, then TARGET will also be specified.

|switch|POKEID|SPECIES|HP STATUS

A Pokemon at the specified POSITION has switched with a new Pokemon of species SPECIES, with a given HP and STATUS. HP is specified as a fraction; if it is your Pokemon then it will be CURRENT/MAX, otherwise it becomes a percentage value out of 100.

|cant|POKEID|REASON

The Pokemon at POKEID could not perform its action as normal for the indicated REASON.

|faint|POKEID

The Pokemon at POKEID has fainted.

Details

After moves have been made, details will appear denoting the results of the moves and other details in the battle, such as damage, stat boosts, and weather.

|-damage|POKEID|HP STATUS|ETC

The specified Pokemon at POKEID has taken damage, and it has HP remaining (percentage if it's the opponents') and the following statuses STATUS. Any additional data is found in ETC; for example, if the Pokemon took damage because of poison, it might say [from] psn. If the Pokemon faints from the damage, then STATUS will be fnt.

|-heal|POKEID|HP STATUS|ETC

Same as -damage, but the Pokemon has recovered damage instead.

|-status|POKEID|STATUS

The Pokemon at POKEID has been inflicted with STATUS.

|-boost|POKEID|STAT|AMT

The specified Pokemon at POKEID has gained AMT in STAT, using the standard rules for Pokemon stat changes in-battle. The STAT is a three-letter abbreviation fot the stat in question, so Speed will be spe, Special Defense will be spd, etc.

|-unboost|POKEID|STAT|AMT

Same as -boost, but for negative stat changes instead.

|-weather|WEATHER|[upkeep]

Indicates the weather that is currently in effect. If |[upkeep] is present, it means that WEATHER was active previously and is still in effect that turn. Otherwise, it means that the weather has changed due to a move or ability, or has expired, in which case WEATHER will be none.

I'll document all the message types eventually, but for now this should be enough to get you started. You can watch the data sent and received from the server on a regular connection, or look at the client source code for a full list of message types.

####Global messages

|popup|MESSAGE

Show the user a popup containing MESSAGE. || denotes a newline in the popup.

|pm|SENDER|RECEIVER|MESSAGE

A PM was sent from SENDER to RECEIVER containing the message MESSAGE.

|usercount|USERCOUNT

USERCOUNT is the number of users on the server.

|nametaken|USERNAME|MESSAGE

You tried to change your username to USERNAME but it failed for the reason described in MESSAGE.

|challstr|KEYID|CHALLENGE

You just connected to the server, and we're giving you some information you'll need to log in.

If you're already logged in and have session cookies, you can make an HTTP GET request to http://play.pokemonshowdown.com/action.php?act=upkeep&challengekeyid=KEYID&challenge=CHALLENGE

Otherwise, you'll need to make an HTTP POST request to http://play.pokemonshowdown.com/action.php with the data act=login&name=USERNAME&pass=PASSWORD&challengekeyid=KEYID&challenge=CHALLENGE

USERNAME is your username and PASSWORD is your password, and KEYID and CHALLENGE are the values you got from |challstr|. (Also feel free to make the request to https:// if your client supports it.)

Either way, the response will start with ] and be followed by a JSON object which we'll call data.

Finish logging in (or renaming) by sending: /trn USERNAME,0,ASSERTION where USERNAME is your desired username and ASSERTION is data.assertion.

|updateuser|USERNAME|NAMED|AVATAR

Your name or avatar was successfully changed. Your username is now USERNAME. NAMED will be 0 if you are a guest or 1 otherwise. And your avatar is now AVATAR.

|formats|FORMATSLIST

This server supports the formats specified in FORMATSLIST. FORMATSLIST is a |-separated list of FORMATs. FORMAT is a format name with one or more of these suffixes: ,# if the format uses random teams, ,, if the format is only available for searching, and , if the format is only available for challenging. Sections are separated by two vertical bars with the number of the column of that section prefixed by , in it. After that follows the name of the section and another vertical bar.

|updatesearch|JSON

JSON is a JSON object representing the current state of what battles the user is currently searching for.

|updatechallenges|JSON

JSON is a JSON object representing the current state of who the user is challenging and who is challenging the user.

|queryresponse|QUERYTYPE|JSON

JSON is a JSON object representing containing the data that was requested with /query QUERYTYPE or /query QUERYTYPE DETAILS.

Possible queries include /query roomlist and /query userdetails USERNAME.