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Pokémon Showdown Command API

Defining a Command

You can define the commands such as 'whois', then use them by typing /whois into Pokémon Showdown.

A command can be in the form:

ip: 'whois',

This is called an alias: it makes it so /ip does the same thing as /whois.

But to actually define a command, it's a function:

avatars(target, room, user) {
    if (!this.runBroadcast()) return;
    this.sendReplyBox(
        'You can <button name="avatars">change ' +
        'your avatar</button> by clicking on it in the <button ' +
        'name="openOptions"><i class="icon-cog"></i> Options' +
        '</button> menu in the upper right. Custom avatars are ' +
        'only obtainable by staff.'
    );
}

Parameters

Commands are actually passed six parameters:

function (target, room, user, connection, cmd, message)

Most of the time, you only need the first three, though.

  • target = the part of the message after the command
  • room = the room object the message was sent to
    (The room name is room.roomid)
  • user = the user object that sent the message
    (The user's name is user.name)
  • connection = the connection that the message was sent from
  • cmd = the name of the command
  • message = the entire message sent by the user

For instance, if a user types in /msg zarel, hello,

`target` = `"zarel, hello"`
`cmd` = `"msg"`
`message` = `"/msg zarel, hello"`

Commands return the message the user should say. If they don't return anything or return something falsy, the user won't say anything.

Help Entries

A /help entry can be added for a command by adding a command in the form <command>help: ["<help text>"],, where <command> is the primary function name, followed by an array or function.

If the help entry is an array, each element of the array will be sent as a new line. If the help entry is a function, the help command will execute that function.

As an example:

ip: 'whois',
rooms: 'whois',
whois(target, room, user) {
    <function body>
},
whoishelp:[
    "/whois - Get details on yourself: alts, group, IP address,
    and rooms.",
    "/whois [username] - Get details on a username: group and rooms.",
],

/help whois will send the information in whoishelp.

Plines

A lot of the functions refering "plines". A pline is a protocol line, documented in [PROTOCOL.md][https://github.com/smogon/pokemon-showdown/blob/master/PROTOCOL.md]

Plines are the ones that usually start with |MESSAGETYPE|, but a pline that doesn't start with | will be shown as text directly to the user.

Note that currently, most plines starting with | break horribly when sent in PMs, so please be careful about that.

Functions

Commands have access to the following functions:

this.sendReply(pline) * Sends a pline to the room/PM the user typed the command into.

this.sendReplyBox(html) * Same as sendReply, but shows it in a box, and you can put HTML in it.

this.popupReply(message) * Shows a popup in the window the user typed the command into.

this.add(pline) * Adds a pline to the room so that everyone can see it. This is like this.sendReply, except everyone in the room sees it, instead of just the user that typed the command.

this.send(pline) * Sends a pline to the room so that everyone can see it. This is like this.add, except it's not logged, and users who join the room later won't see it in the log, and if it's a battle, it won't show up in saved replays. You USUALLY want to use this.add instead.

this.roomlog(pline) * Log a pline to the room's log without sending it to anyone. This is like this.add, except no one will see it.

this.addModAction(message) * Like this.add, but the message is treated like a chat message from the user who used the command (notifying and potentially highlighting other users). This does not log anything into the modlog.

this.modlog(action, user, note, options) * Adds a log line into the room's modlog, similar to this.globalModlog. The arguments user (the targeted user), note (details), and options (no ip, no alts) are optional.

this.checkCan(permission)
this.checkCan(permission, targetUser) * Checks if the user has the permission to do something, or if a targetUser is passed, check if the user has permission to do it to that user. Will automatically give the user an "Access denied" message, and stop the command there, if the user doesn't have permission: use user.can() if you don't want that message.

Should usually be near the top of the command, like:

    this.checkCan('potd');

this.runBroadcast() * Signifies that a message can be broadcast, as long as the user has permission to. This will check to see if the user used !command instead of /command. If so, it will check to see if the user has permission to broadcast (by default, voice+ can), and return false if not. Otherwise, it will add the message to the room, and turn on the flag this.broadcasting, so that this.sendReply and this.sendReplyBox will broadcast to the room instead of just the user that used the command.

Should usually be near the top of the command, like:

    this.checkBroadcast();

this.runBroadcast(suppressMessage) * Functionally the same as this.canBroadcast(). However, it will look as if the user had written the text suppressMessage.

this.checkChat() * Checks to see if the user can speak in the room. Returns false if the user can't speak (is muted, the room has modchat on, etc), or true otherwise.

Should usually be near the top of the command, like:

    this.checkChat();

this.checkChat(message, room) * Checks to see if the user can say the message in the room. If a room is not specified, it will default to the current one. If it has a falsy value, the check won't be attached to any room. In addition to running the checks from this.checkChat(), it also checks to see if the message has any banned words, is too long, or was just sent by the user. Returns the filtered message, or a falsy value if the user can't speak.

Should usually be near the top of the command, like:

    target = this.checkChat(target);
    if (!target) return false;

this.parse(message, inNamespace) * Runs the message as if the user had typed it in.

Mostly useful for giving help messages, like for commands that require
a target:

    if (!target) return this.parse('/help msg');

If `inNamespace` is true, then the message is parsed in that
corresponding namespace:

    // command msg is in namespace test. (ie. /test msg)
    this.parse('/help', true);
    // is parsed as if the user said '/test help'

After 10 levels of recursion (calling `this.parse` from a command called
by `this.parse` from a command called by `this.parse` etc) we will assume
it's a bug in your command and error out.

this.getUserOrSelf(target, exactName) * If target is blank, returns the user that sent the message. Otherwise, returns the user with the username in target, or a falsy value if no user with that username exists. By default, this will track users across name changes. However, if exactName is true, it will enforce exact matches.

this.splitUser(target, exactName) * Splits a target in the form <user>, <rest> into its constituent parts; returning {targetUser: User | null, targetUsername: string, inputUsername: string, rest: string}. inputUsername will be exactly <user> and rest will be <rest>.

If a user doesn't exist (because they are offline or otherwise),
`targetUser` will be null but `targetUsername` will be `inputUsername`.
If `targetUser` exists, `targetUsername` will be `targetUser.name`
(fixing capitalization and following name changes if applicable).

By default, this will track users across name changes. However, if
`exactName` is true, it will enforce exact matches.

Unless otherwise specified, these functions will return undefined, so you can return this.sendReply or something to send a reply and stop the command there.

Namespace Commands

A command can also be an object, in which case is treated like a namespace:

game: {
    play(target, room, user) {
        user.isPlaying = true;
        this.sendReply("Playing.");
    },
    stop(target, room, user) {
        user.isPlaying = false;
        this.sendReply("Stopped.");
    }
}

These commands can be called by /game play and /game stop.

Namespaces help organise commands, and nest them under one main command.

Note: Multiple namespaces can be nested, but the final (innermost) command must be a function.

Namespace objects can have help entries and so can the internal commands:

game: {
    play(target, room, user) {
        user.isPlaying = true;
        this.sendReply("Playing.");
    },
    playhelp: ["Tells you if the user is playing."],
    stop(target, room, user) {
        user.isPlaying = false;
        this.sendReply("Stopped.");
    },
},
gamehelp: [
    "commands for /game are:",
    "/game play - Tells you if the user is playing.",
    "/game stop - Tells you if the user stopped playing.",
],

The help entries are accessed with /help game play and /help game respectively. If help for /help game stop doesn't exist, it will show help for /help game instead.