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GitHub - AbhishekR3/ps-local: Local Pokémon Showdown app with a battle help screen
3Abhishek · 2026-06-16 · via Show HN

Pokémon Showdown Live Battle Assistant

test Codacy Badge

An Electron app that automatically saves a rich battle log for every Pokémon Showdown battle — a raw protocol dump plus a human-readable breakdown — with zero per-battle action. Play on the live play.pokemonshowdown.com ladder in a native docked window with an integrated battle helper panel that shows the opponent's predicted sets, stats, abilities, and Tera types live.

See It In Action

UI Demo — Live battle with real-time helper predictions

Downloads

OS Minimum Requirements Installation Steps Status
macOS macOS 10.13 High Sierra or later 1. Download .dmg
2. Open it and drag the app to Applications
3. Right-click → Open on first launch (unsigned — no Apple Developer ID)
build-macos
Linux Ubuntu 18.04+ / glibc ≥ 2.17 1. Download .AppImage
2. chmod +x Pokemon.Showdown.Battle.UI.AppImage
3. Run it — no install needed
build-linux
Windows Windows 10 or later 1. Download .exe installer
2. Run the installer and follow the prompts
3. Launch from the Start menu
build-windows
Chromium Extension Chrome / Chromium 88+ 1. Download ps-local-extension.zip
2. Unzip, then go to chrome://extensions → enable Developer mode
3. Click "Load unpacked" and select the unzipped folder
build-chromium-extension

Releases are published automatically by release.yml when a vX.Y.Z tag is pushed.

Installed builds (macOS/Linux/Windows) save logs and read config.json from ~/Documents/ps-local/.

Quickstart (run from source)

Prerequisites:

Tool Version
Node.js ≥ 22.6
npm ≥ 10
Git any modern (submodules)
git clone https://github.com/AbhishekR3/ps-local.git ps-local && cd ps-local
npm run setup:ui    # install showdown-ui dependencies (one-time)
npm start           # launch — connects to live play.pokemonshowdown.com

Log in with your Pokémon Showdown account and play a battle. When it ends (or you close the room past turn 1), two directories appear under logs/:

  • battle_info/ — one .txt file per battle
  • debug/ — structured per-session debug log

Battle Logs

Saved battle log in a text editor

Each finished battle produces one file in logs/battle_info/:

<timestamp>_<roomid>_<p1>_vs_<p2>.txt

Spectated battles get a SPEC_ prefix between the roomid and the player names. The file contains six sections: battle summary, your team, opponent team, field state, turn-by-turn log, and raw protocol. See docs/LOG-FORMAT.md for the full spec.

Debug logging

Every session appends structured logs to logs/debug/showdown-ui-<ts>.log. Set PS_LOG_LEVEL=DEBUG for per-frame detail — useful when no log files appear after a battle:

PS_LOG_LEVEL=DEBUG npm start

Helper Panel

Helper panel — predicted sets, stat bars, ability pills, Tera type

When a battle is open, the right-side panel shows the opponent's Pokémon with predicted sets, stats, abilities, and Tera types. It updates live as the battle progresses.

  • Resizable — drag the divider between the game view and the panel
  • Spectator mode — both players' cards render side by side when watching

Configuration

Copy config.example.json to config.json at the repo root (gitignored):

{
  "timezone": "America/New_York",
  "logLevel": "INFO",
  "saveLogs": true,
  "iconPath": "~/Documents/ps-local/my-icon.png"
}

iconPath sets the live window/taskbar icon (Linux/Windows) and the macOS Dock icon. Falls back to the bundled icon when unset or unreadable.

Environment variable overrides: PS_LOG_LEVEL=DEBUG, PS_TIMEZONE=<iana>.

Privacy

  • Battle traffic and login go to *.psim.us / play.pokemonshowdown.com as on the normal site. The tap only writes battles to logs/battle_info/ on disk — nothing extra is uploaded.
  • Third-party ad and analytics requests (Google, Microsoft/Bing, Venatus, ~50 prebid partners) are cancelled at the Electron session layer before they leave the machine.

Troubleshooting

No log files after a battle. Open DevTools (Electron menu → View → Toggle Developer Tools) and check for [PSH inject] WebSocket created: … | tapped: true, then [PSH inject] battle frame #N during play. If you see tapped: false, the sim socket URL didn't match the tap filter. Run PS_LOG_LEVEL=DEBUG npm start and check logs/debug/ for per-frame counts.

Login issues. Log in through the normal Pokémon Showdown UI in the left panel. Session persists across restarts via the persist:showdown-ui Electron session partition.

Updating Upstream

ps-local wraps two official Pokémon Showdown repositories as git submodules:

Submodule Path Upstream
Server vendor/pokemon-showdown smogon/pokemon-showdown
Client vendor/pokemon-showdown-client smogon/pokemon-showdown-client

Never source-edit anything in vendor/. All customizations live in overlay/.

npm run update-upstream    # bumps both submodules, rebuilds, re-applies overlays, runs helper tests

A weekly CI canary (upstream-canary.yml) runs this automatically and files an upstream-breakage issue on failure. See docs/UPDATE-WORKFLOW.md.

After an upstream bump that changes sets/moves/Pokédex, regenerate the static data bundle:

cd vendor/pokemon-showdown && npm run build && cd ../..
cd helper && node build-data.js

Tests & CI

Command What it runs
npm test Full helper suite (parser / exporter / golden / edge / guards / render / logmeta)
npm run test:smoke One fixture battle → parser → exporter; asserts section anchors
cd helper && node --test test/parser.test.js Single test file

If you intentionally change exporter formatting, refresh the golden: node helper/test/golden.test.js --update.

Build CI runs on showdown-ui/ or helper/extension/ path changes:

CI workflow What it builds Status
build-electron From-source electron-vite build + PS_SMOKE launch smoke build-electron app
build-linux Linux AppImage + tar.gz + xvfb PS_SMOKE launch build-linux
build-windows Windows NSIS installer + portable .exe build-windows
build-macos macOS .dmg + .zip (unsigned) build-macos
build-chromium-extension Extension zip + credential leak-assert build-chromium-extension

Codacy analyzes every push; vendor/ and generated bundles are excluded.

Architecture

showdown-ui/electron/main/index.ts
  ├─ BrowserWindow (React helper panel — right side)
  │     └─ preload/index.ts: exposes psUI API to renderer
  ├─ WebContentsView (psView — left side, live play.pokemonshowdown.com)
  │     └─ preload/ps.ts: installs WebSocket tap → postMessage → ps-frame IPC
  ├─ main: receives ps-frame → BattleTracker + generateBattleLog → logs/battle_info/
  └─ session ad-block: cancels ~55 ad/analytics domains before they leave the machine

The log writer (tap → parser → exporter → logs/) runs in the Electron main process. The React helper panel renders opponent breakdowns in the renderer. Both use the same shared pure libs from helper/extension/lib/.

Directory Structure

showdown-ui/       Primary Electron app (React helper panel + live PS client)
  electron/
    main/          Main process: log writer, IPC, ad blocking, window management
    preload/       index.ts (helper API bridge) + ps.ts (WebSocket tap)
  src/             React renderer (HelperPanel, render.ts, styles)
helper/            WebSocket tap + parser + exporter + data bundle + tests
  extension/lib/   parser.js (BattleTracker), exporter.js, lookup.js — pure shared libs
  extension/data/  Static battle-data bundle (sets, moves, abilities)
overlay/           Config overlays applied to vendor submodules
vendor/            Pristine git submodules (never source-edit)
  ├─ pokemon-showdown/
  └─ pokemon-showdown-client/
app/               Legacy Electron app (local-mode sandbox + PS_SYNTHETIC=1 CI)
logs/
  ├─ battle_info/  Battle logs (.txt)
  └─ debug/        Debug logs
scripts/           Build and orchestration utilities
docs/              Documentation (log format, update workflow, packaging)

Contributing

See CONTRIBUTING.md for local setup, the vendor/ "never source-edit" rule, how to run the tests, and what CI expects from a pull request.

Credits

ps-local builds on the excellent open-source work of the Pokémon Showdown team:

Both projects are published under the MIT license. ps-local adds local logging and a native helper panel on top of this foundation — the core battle simulation, protocol, and UI remain the Showdown team's work.

Special thanks to the Showdown community for maintaining such a robust, open platform for Pokémon competitive play.

License

MIT © Abhishek Ramesh. The wrapped Pokémon Showdown server and client are included only as git submodules under vendor/ and remain under their own (MIT) licenses.