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ChatCommandAPI
A Lethal Company modding API for easy creation of Minecraft-style Chat Commands
| Date uploaded | a day ago |
| Version | 1.1.0 |
| Download link | baer1-ChatCommandAPI-1.1.0.zip |
| Downloads | 12 |
| Dependency string | baer1-ChatCommandAPI-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305taffyko-NiceChat
Better text chat. Chat for dead players / spectators, infinite scrolling message history, greatly increased character limit, bigger chat area, fade/hide chat when not in use, and more.
Preferred version: 1.2.7README
This is a mod for developers
You probably won't find much on this page as a player.
Instead, try checking out the page of the mod that brought you here
If you encounter any issues while playing or creating a mod with this API, or you would like to request a new feature, please open an issue on GitHub.
This mod is open-source, you can contribute to it by opening a pull request
Getting started
1. Include API in your project
Simply run dotnet add package baer1.ChatCommandAPI or add the following line to your csproj file:
<PackageReference Include="baer1.ChatCommandAPI" Version="*"/>
Additionally, you should reference this mod in both your main plugin class and your manifest.json:
[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
[BepInDependency(ChatCommandAPI.MyPluginInfo.PLUGIN_GUID)]
public class ExampleMod : BaseUnityPlugin;
{
"dependencies": [
"BepInEx-BepInExPack-5.4.2305",
"baer1-ChatCommandAPI-1.0.0"
]
}
2. Create Command Subclass
Simply create a non-static class that inherits the ChatCommandAPI.Command class.
The Invoke method contains the logic that will be run.
The default command name is the class name you assign to it, ExampleCommand in the example below.
You can run this command through the in-game chat. (See below for changing it)
This mod is case-insensitive (/eXaMpLeCoMmAnD is valid)
Example:
using ChatCommandAPI;
namespace ExampleMod;
public class ExampleCommand : Command
{
public override void Invoke(string args)
{
// Put your code here
return;
}
}
3. Instantiate the Subclass once
using BepInEx;
namespace ExampleMod;
[BepInPlugin(MyPluginInfo.PLUGIN_GUID, MyPluginInfo.PLUGIN_NAME, MyPluginInfo.PLUGIN_VERSION)]
[BepInDependency(ChatCommandAPI.MyPluginInfo.PLUGIN_GUID)]
public class ExampleMod : BaseUnityPlugin
{
private void Awake()
{
_ = new ExampleCommand();
}
}
4. Done!
You can now use the command /examplecommand in-game to run the function defined
in Step 2
Advanced usage
Customizing the command
You can overwrite several properties of the Command class to customize your command:
using ChatCommandAPI;
using ChatCommandAPI.Utils;
namespace ExampleMod;
public class ExampleCommand : Command
{
public override string Name => "My command"; // Display name
public override string Description => "Prints Hello World [amount] times"; // Short description
public override string Command => "examplecommand"; // Primary command
public override string[] Aliases => ["ex", "example"]; // Aliases (an alias may become the primary to avoid duplicates)
public override string[] Syntax => ["[amount]"]; // All valid syntaxes for this command (only for help, not validated)
public override bool Hidden => false; // Whether to hide this command from the help list (useful for debugging, default: false)
public override void Invoke(string args)
{
ushort amount = 1;
if (args.Length > 0)
if (!ushort.TryParse(args, out amount))
throw new InvalidArgumentsException(); // Report "Invalid arguments"
while (amount > 0)
{
Chat.Print("Hello, World!");
amount--;
}
}
}
The above results in the following being displayed on the help list:
My command - Prints Hello World [amount] times
/examplecommand [amount]
Server commands
Server commands are commands that anyone on the server can use, as long as the host has them installed.
They are very similar to the client commands.
Example (simple implementation of the ShipLoot mod as a server command):
using System.Linq;
using GameNetcodeStuff;
using UnityEngine;
using ChatCommandAPI;
using ChatCommandAPI.Utils;
namespace ExampleMod;
public class ShipLoot : ServerCommand
{
public override string Description => "Displays the value of all loot on the ship";
public override void Invoke(
PlayerControllerB caller, // Player that sent the command
string args
)
{
// We need the ship to calculate the value of the loot on it
var ship = GameObject.Find("/Environment/HangarShip");
if (ship == null)
throw new CommandException("Ship not found"); // Report "Ship not found"
Chat.Print(
caller, // only prints text to this player
$"Ship: {ItemValue(ship)}"
);
}
// returns value of loot on ship
private static int ItemValue(GameObject ship) =>
ship.GetComponentsInChildren<GrabbableObject>()
.Where(obj => obj.itemProperties.isScrap && obj is not RagdollGrabbableObject)
.Sum(scrap => scrap.scrapValue);
}
Using ToggleCommand
If you are creating a command that is supposed to act as a toggle (on or off), you can use the ToggleCommand class to
make this easier.
You can use the CurrentValue property to access it externally or in harmony patches:
using GameNetcodeStuff;
using HarmonyLib;
using ChatCommandAPI;
namespace ExampleMod;
public class ExampleDisableJump : ToggleCommand
{
public override string Name => "Disable Jump";
public override string Description => "Disables your jump key";
public override string Command => "disablejump";
public override bool CurrentValue
{
get => DisableJump;
set => DisableJump = value;
}
internal static bool DisableJump;
[HarmonyPatch(typeof(PlayerControllerB), nameof(PlayerControllerB.Jump_performed))]
private static class PlayerControllerB_Jump_performed
{
private static bool Prefix()
{
return !DisableJump;
}
}
}
Argument parsing
If you need multiple arguments, you should use the Args.Parse function:
using ChatCommandAPI;
using ChatCommandAPI.Utils;
namespace ExampleMod;
public class ExampleAdd : Command
{
public override string Name => "Add";
public override string Description => "Adds numbers";
public override string[] Syntax => ["[number] ..."];
public override void Invoke(string args)
{
var _args = Args.Parse(args);
var result = 0;
foreach (var arg in _args)
{
if (!int.TryParse(arg, out var i))
throw new InvalidArgumentsException();
result += i;
}
Chat.Print(result.ToString());
}
}
Player arguments
If you want to allow a player name as an argument, you should use the Player.TryGetPlayer function:
using ChatCommandAPI;
using ChatCommandAPI.Utils;
namespace ExampleMod;
public class ExamplePlayerCommand : Command
{
public override string Name => "IsPlayerDead";
public override string Description => "Shows if a player is dead";
public override string[] Syntax => ["<player>"];
public override void Invoke(string args)
{
if (Player.TryGetPlayer(args, out var player))
Chat.Print(
player.isPlayerDead
? $"Player {player.PlayerString()} is dead."
: $"Player {player.PlayerString()} is not dead."
);
else
throw new Player.UnknownPlayerException(args); // Report "Unknown player '...'"
}
}
Position arguments
If you want to allow a position coordinates as an argument, you should use the Pos.TryParse function:
using System;
using System.Globalization;
using GameNetcodeStuff;
using UnityEngine;
using ChatCommandAPI;
using ChatCommandAPI.Utils;
namespace ExampleMod;
public class ExampleTeleport : Command
{
public override string Name => "Teleport";
public override string Description => "Teleports you to the given position";
public override string Command => "tp";
public override string[] Aliases => [Name.ToLowerInvariant()];
public override string[] Syntax => ["<x> <y> <z>"];
public override void Invoke(string args)
{
var localPlayer = StartOfRound.Instance.localPlayerController;
if (!Pos.TryParse(args, out var position, localPlayer))
throw new InvalidArgumentsException();
Teleport(localPlayer, position);
}
public static void Teleport(PlayerControllerB localPlayer, Vector3 position)
{
Chat.Print(
$"Teleported {Math.Round(Vector3.Distance(localPlayer.transform.position, position), 2).ToString(CultureInfo.InvariantCulture)}m"
);
localPlayer.TeleportPlayer(position);
}
}