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Writing Custom Scripts
Firebot allows you to fire off custom logic when an effect is triggered. Custom scripts can also define new effect types, event types, $variables, and much much more. This enables developers to extend Firebot's capabilities beyond the base app. Custom scripts must be written in JavaScript (or compiled to JS via TypeScipt) and are treated as a Node module, so at least a basic understanding of JavaScript will be required. We also have a template starter script written in TypeScript available. We highly recommend using this.
Want to jump right into it?
We have a template starter repo built in Typescript here.
For reference, it uses types that are defined here
We highly recommend using this for the best developer experience
There are only two requirements for a valid bare-bones custom script:
- a function that takes in one argument:
- a runRequest object which will contain: buttonId, username, parameters, and modules
- that function is exported under the name
run
so it's visible to Node (and therefore Firebot).
exports.run = (runRequest) => {
const logger = runRequest.modules.logger;
logger.info("Hello world!");
}
// this just prevents a popup saying the script might not work for v5 but this is not required
exports.getScriptManifest = () => ({
firebotVersion: "5"
});
Note that the runRequest
argument will now contain all the properties you might need.
Currently, runRequest
will look like this:
runRequest = {
parameters: object | null; // this will contain any parameters the script has defined
trigger: {
type: string; // how the script was triggered. Options: interactive, command, custom_script, api
metadata: {
username: string;
userCommand?: {
trigger: string;
args: string[];
}
}
},
modules: object // Contains commonly used Node modules. Options: request, spawn, fs, path
}
Custom Scripts can also define parameters that allow users to tweak behavior, or callback to tell Firebot to run any effect a button can.
Defining parameters allow you to write one script that can be dynamically changed by each button it's attached to. Input UI elements for parameters are automatically generated in the Edit Button modal (where you select what script a button should run). Parameters are then sent back to the scripts run
function whenever the button is pressed.
To define parameters, you must have a function that returns a Promise
object that resolves with an object containing parameter objects. That function must be exported to node as getDefaultParameters
.
function getDefaultParameters() {
return new Promise((resolve, reject) => {
resolve({
"name": {
"type": "string",
"description": "What is your name?"
},
"shouldWhisper": {
"type": "boolean",
"description": "Whisper button presser",
"default": false
}
});
});
}
exports.getDefaultParameters = getDefaultParameters;
You can access the parameters in your run
function via the runRequest argument.
Assuming your parameters were defined using the example above, you could access them as such:
function run(runRequest) {
const name = runRequest.parameters.name;
const shouldWhisper = runRequest.parameters.shouldWhisper;
// Do something
}
Each parameter must define a type. The type is what is used to determine what input element to use when generating the UI controls. Here is the list of supported types and their corresponding UI element:
- string : text field
- password: text field that hides input
- number : text field limited to numbers only
- boolean : checkbox
- enum : dropdown select list
- filepath : text field with 'choose' button that opens up a file picker
- effectlist: the gui for adding effects just like on buttons or commands
- description : This will be used as the text above the UI element. If no description is proved, the parameter name will be used instead.
- secondaryDescription: This is put under the description in slightly muted text. Think of it as a sub title.
- default : The default value to use
- showBottomHr : This will add a horizontal rule below the parameter, giving some extra padding. Good for visually grouping parameters.
- The enum paramater type must also define an options property that is an array of strings that the user can pick from.
- The string parameter type can optionally include
useTextArea: true
to use a multiline text area instead of a text field. - The filepath parameter type can optionally include a
fileOptions
object that can be used to modify the file picker. Example:
fileOptions: {
directoryOnly: false, //set this to true if you want the user to only be able to select folders
filters: [{name: "Audio", extensions: ["mp3", "ogg", "wav", "flac"]}],
title: "Please Select A Sound",
buttonLabel: "Select Sound"
}
If you want to callback to Firebot to run effects, you must return a Promise
object and resolve with a response object. This will allow you to run asynchronous code without stalling Firebot.
function run(runRequest) {
// Return a Promise object
return new Promise((resolve, reject) => {
// Create a response
const response = {
success: true,
errorMessage: "Failed to run the script!", // If 'success' is false, this message is shown in a Firebot popup.
effects: [ // An array of effect objects to run
{
type: "firebot:chat",
message: "Hello chat!",
chatter: "Streamer"
},
{
type: "firebot:playsound",
volume: 5,
file: "C:\some\file\path"
}
]
}
// Resolve Promise with the response object
resolve(response);
});
}
// Export 'run' function so it is visible to Node
exports.run = run;
Each effect object requires a type
that tells Firebot what kind of effect the object is. You can see the list of all effect types here.
The rest of the effect object depends on the type of effect. The best way to know what an effect object should look like for a particular effect is to create the effect manually on a command and then view the JSON file for your saved commands.
You can view your board's JSON file by: Open Firebot > Settings > Open Root Folder > chat > commands.json
For example, if you were to create a "Show Image" effect, you would find this in your JSON:
Here is a response object example using every available field.
const response = {
success: true,
errorMessage: "Failed to run the script!", // If 'success' is false, this message is shown in a Firebot popup.
effects: [], // An array of effect objects to run
callback: (type) => { } // call back function that gets called when effects or commands are finished running. type will = "effects" or "commands"
}
As of v4.5, scripts can now define a manifest. Some of these fields get displayed in the UI.
exports.getScriptManifest = function() {
return {
name: "Random Pictures",
description: "Selects a random picture from a folder of pictures.",
author: "ebiggz",
version: "1.4",
website: "https://twitter.com/ItsEbiggz",
startupOnly: false,
firebotVersion: "5"
}
}
Would show up as:
If you need some sort of output in the Dev Tools console you can load the logger into your script like this:
let logger = runRequest.modules.logger;
And then to output information to your console you can use these:
logger.debug("Outputs a DEBUG tagged message for the dev tools console!");
logger.info("Outputs an INFO tagged message for the dev tools console!");
logger.error("Outputs an ERROR tagged message for the dev tools console!");
Still need help? Come chat with us in the #help channel of our Discord server.