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Contributing to PokéRogue
Thank you for taking the time to contribute, every little bit helps. This project is entirely open-source and unmonetized - community contributions are what keep it alive!
Please make sure you understand everything relevant to your changes from the Table of Contents, and absolutely feel free to reach out reach out in the #dev-corner channel on Discord. We are here to help and the better you understand what you're working on, the easier it will be for it to find its way into the game.
📄 Table of Contents
- Development Basics
- Environment Setup
- Getting Started
- Documentation
- Testing Your Changes
- Localization
- Development Save File (Unlock Everything)
🛠️ Development Basics
PokéRogue is built with Typescript, using the Phaser game framework.
If you have the motivation and experience with Typescript/Javascript (or are willing to learn) you can contribute by forking the repository and making pull requests with contributions.
💻 Environment Setup
Prerequisites
- node: >=22.14.0
- npm: how to install
Running Locally
- Clone the repo and in the root directory run
npm install
- if you run into any errors, reach out in the #dev-corner channel on Discord
- Run
npm run start:dev
to locally run the project inlocalhost:8000
Linting
Check out our in-depth file on linting and formatting!
🚀 Getting Started
A great way to develop an understanding of how the project works is to look at test cases (located in the test
folder).
Tests show you both how things are supposed to work and the expected "flow" to get from point A to point B in battles.
This is a big project and you will be confused at times - never be afraid to reach out and ask questions in #dev-corner!
Where to Look
Once you have your feet under you, check out the Issues page to see how you can help us!
Most issues are bugs and are labeled with their area, such as Move
, Ability
, UI/UX
, etc. There are also priority labels:
P0
: Completely gamebreaking (very rare)P1
: Major - Game crashP2
: Minor - Incorrect (but non-crashing) move/ability/interactionP3
: No gameplay impact - typo, minor graphical error, etc.
Also under issues, you can take a look at the List of Partial / Unimplemented Moves and Abilities and the Bug Board (the latter is essentially the same as the issues page but easier to work with).
You are free to comment on any issue so that you may be assigned to it and we can avoid multiple people working on the same thing.
📚 Documentation
You can find the auto-generated documentation here. For information on enemy AI, check out the enemy-ai.md file. For detailed guidelines on documenting your code, refer to the comments.md file.
Again, if you have unanswered questions please feel free to ask!
🧪 Testing Your Changes
You've just made a change - how can you check if it works? You have two areas to hit:
1 - Manual Testing
This will likely be your first stop. After making a change, you'll want to spin the game up and make sure everything is as you expect. To do this, you will need a way to manipulate the game to produce the situation you're looking to test.
src/overrides.ts contains overrides for most values you'll need to change for testing, controlled through the overrides
object.
For example, here is how you could test a scenario where the player Pokemon has the ability Drought and the enemy Pokemon has the move Water Gun:
const overrides = {
ABILITY_OVERRIDE: AbilityId.DROUGHT,
OPP_MOVESET_OVERRIDE: MoveId.WATER_GUN,
} satisfies Partial<InstanceType<typeof DefaultOverrides>>;
Read through src/overrides.ts
file to find the override that fits your needs - there are a lot of them!
If the situation you're trying to test can't be created using existing overrides (or with the Dev Save), reach out in #dev-corner.
You can get help testing your specific changes, and you might have found a new override that needs to be created!
2 - Automatic Testing
PokéRogue uses Vitest for automatic testing. Checking out the existing tests in the test folder is a great way to understand how this works, and to get familiar with the project as a whole.
To make sure your changes didn't break any existing test cases, run npm run test:silent
in your terminal. You can also provide an argument to the command: to run only the Dancer (ability) tests, you could write npm run test:silent dancer
.
- Note that passing all test cases does not guarantee that everything is working properly. The project does not have complete regression testing.
Most non-trivial changes (especially bug fixes) should come along with new test cases.
- To make a new test file, run
npm run create-test
and follow the prompts. If the move/ability/etc. you're modifying already has tests, simply add new cases to the end of the file. As mentioned before, the easiest way to get familiar with the system and understand how to write your own tests is simply to read the existing tests, particularly ones similar to the tests you intend to write. - Ensure that new tests:
- Are deterministic. In other words, the test should never pass or fail when it shouldn't due to randomness. This involves primarily ensuring that abilities and moves are never randomly selected.
- As much as possible, are unit tests. If you have made two distinct changes, they should be tested in two separate cases.
- Test edge cases. A good strategy is to think of edge cases beforehand and create tests for them using
it.todo
. Once the edge case has been handled, you can remove thetodo
marker.
📜 Localization
The project intends for all text to be localized. That is, strings are pulled from translation files using keys (depending on the current language) and never hardcoded as a particular language. Note that there is a PDF in a message pinned in #dev-corner which gives the following information in greater detail.
Setting Up and Updating the Locales Submodule
The locales (translation) files are set up as a git submodule. A project-in-a-project, if you will.
To fetch translations when you first start development in your fork or to update them on your local branch, run:
git submodule update --progress --init --recursive
How Localizations Work
This project uses the i18next library to integrate translations from public/locales into the source code based on the user's settings or location. The basic process for fetching translated text is as follows:
-
The source code fetches text by a given key, e.g.
i18next.t("fileName:keyName", { arg1: "Hello", arg2: "an example", ... })
-
The game looks up the key in the corresponding JSON file in the user's language, e.g.
// from "en/file-name.json"... "keyName": "{{arg1}}! This is {{arg2}} of translated text!"
If the key doesn't exist for the user's language, the game will default to the corresponding English key (in the case of LATAM Spanish, it will first default to ES Spanish).
-
The game shows the text to the user:
"Hello! This is an example of translated text!"
Adding Translated Text
If your feature involves new or modified text in any form, then you will be modifying the locales repository. Never hardcode new text in any language!
The workflow is:
-
Make a pull request to the main repository for your new feature. If this feature requires new text, the text should be integrated into the code with a new i18next key pointing to where you plan to add it into the pokerogue-locales repository.
-
Make another pull request -- this time to the pokerogue-locales repository -- adding a new entry to the English locale with text for each key you added to your main PR. You only need to add the English key and value - the translation team will handle the rest.
-
If your feature is pulled from the mainline Pokémon games (e.g. a Move or Ability implementation), add a source link for any added text within the locale PR. Poké Corpus is a great resource for finding text from the latest mainline games; otherwise, a YouTube video link showing the text in mainline is sufficient.
-
Ping @lugiadrien in #dev-corner or the current callout thread to make sure your locales PR is seen. It'll be merged into the locales repository after any necessary corrections, at which point you can test it in your main PR (after updating locales from remote)
-
The Dev team will approve your main PR, and your changes will be in the beta environment!
😈 Development Save File
Some issues may require you to have unlocks on your save file which go beyond normal overrides. For this reason, the repository contains a save file with everything unlocked (even ones not legitimately obtainable, like unimplemented variant shinies).
- Start the game up locally and navigate to
Menu -> Manage Data -> Import Data
- Select everything.prsv (
test/testUtils/saves/everything.prsv
) and confirm.