mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-05-06 13:47:24 -05:00
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.
342 lines
11 KiB
Markdown
342 lines
11 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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|tc|2|@Moderator|Some dude will join in two seconds!
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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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@Moderator: Some dude will join in two seconds!
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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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`tc` is pretty much the same as `c`, but also gives the delta time; the amount
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of seconds passed since the message has been sent. This is so that when the
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chat replays for example, the times shown are correct.
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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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`|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|ID|USERNAME|AVATAR`
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> Appears when you join a battle room. `ID` 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 number.
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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
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> Additional details when you join a battle room. `GAMETYPE` is either
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> `singles` or `doubles`, `GENNUM` denotes the Pokemon Generation you're
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> playing in, `tier` is the tier, and there are multiple `rule` tags to
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> denote the rules that are in effect (Sleep Clause, etc). `rated` only
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> appears if the battle is rated.
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|clearpoke
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|poke|PLAYER|SPECIES
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|teampreview
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> These three messages appear if you're playing a format that uses team
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> previews. `PLAYER` is the player ID (see above) 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|TEAMDATA`
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> Gives an encoded JSON object of your current team. `TEAMDATA.active`
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> has the moves of your active Pokemon, while `TEAMDATA.side` has the
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> rest of the data about your team as a whole.
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`|inactive|MESSAGE`
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> A message related to the battle timer has been sent.
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`|start`
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> Indicates that the game has started. If the tier uses a teampreview,
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> this message cannot
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**Pokemon Actions**
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In battle, most Pokemon actions come in the form `|ACTION|POKEID|DETAILS`
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followed by a few messages detailing what happens after the action occurs.
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`POKEID` is the form `POSITION: NAME`. `POSITION` is the spot that the
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Pokemon is in: it consists of the `ID` of the player (see `player` above),
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followed by a letter indicating the given Pokemon's position, counting from
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`a`. Note that in triples battles, `a` will refer to the leftmost Pokemon
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on one team and the rightmost Pokemon on the other, so take note of this
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if you're planning to write a bot that works with triples battles. `NAME`
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is the nickname of the Pokemon performing the action.
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`|move|POKEID|MOVE|TARGET`
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> The specified Pokemon has used move `MOVE`. If a move is a single-target
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> move, then `TARGET` will also be specified.
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`|switch|POKEID|SPECIES|HP STATUS`
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> A Pokemon at the specified `POSITION` has switched with a new Pokemon of
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> species `SPECIES`, with a given `HP` and `STATUS`. `HP` is specified as
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> a fraction; if it is your Pokemon then it will be `CURRENT/MAX`, otherwise
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> it becomes a percentage value out of 100.
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`|cant|POKEID|REASON`
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> The Pokemon at `POKEID` could not perform its action as normal for the
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> indicated `REASON`.
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`|faint|POKEID`
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> The Pokemon at `POKEID` has fainted.
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**Details**
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After moves have been made, details will appear denoting the results of the
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moves and other details in the battle, such as damage, stat boosts, and weather.
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`|-damage|POKEID|HP STATUS|ETC`
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> The specified Pokemon at `POKEID` has taken damage, and it has `HP` remaining
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> (percentage if it's the opponents') and the following statuses `STATUS`.
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> Any additional data is found in `ETC`; for example, if the Pokemon took
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> damage because of poison, it might say `[from] psn`. If the Pokemon faints from
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> the damage, then `STATUS` will be `fnt`.
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`|-heal|POKEID|HP STATUS|ETC`
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> Same as `-damage`, but the Pokemon has recovered damage instead.
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`|-status|POKEID|STATUS`
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> The Pokemon at `POKEID` has been inflicted with `STATUS`.
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`|-boost|POKEID|STAT|AMT`
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> The specified Pokemon at `POKEID` has gained `AMT` in `STAT`, using the
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> standard rules for Pokemon stat changes in-battle. The `STAT` is a
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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|POKEID|STAT|AMT`
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> Same as `-boost`, but for negative stat changes instead.
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`|-weather|WEATHER|[upkeep]`
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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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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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