dsh-pet
PC2005-cloud/dsh-petDSH Web UI 桌面宠物,Windows / macOS / Linux 三端可用:浏览器浮层或透明置顶桌面窗口,106 个透明动画、带挤压与粒子的甩抛反弹物理、随会话事件实时联动的工作状态气泡、碎碎念与带持久记忆的对话、余额展示、表情包配图、多开同屏,并支持直接放入的自定义动画与宠物种类(pet pack)。
宝可梦式捕捉收集:真实工作就是草丛 —— 回合、工具调用、报错刷出野外遭遇;投球捕捉、集 28 格图鉴、带 6 只队伍。零 token,模型完全看不见。
Your real work is the tall grass — turns, tools and errors rustle it; wild critters pop out, you throw balls, you fill the dex.
Write code and the forge stirs; read docs and shadows cross the archive; ship errors daily — congratulations, the rare species of Glitch Ridge only trust your kind. And one legendary answers nothing but a deep-night error.
中文 | English
野生的 绒电鼠 Volttuft 出现了!◈ 少见 · 常野原
(A wild Volttuft appeared! Uncommon · Field)
⟋⟍ ⟋⟍
(⚡ᴥ⚡)
c( )ɔ
⌁⌁
球 ×9 —— /mon throw to throw · /mon run to retreat
dsh plugin --profile web add github:swaylq/dsh-wildmon
# restart dsh, then in any session:
/mon start
Pick one of three starter-trio critters, take 8 balls, then just work. Every turn, message, tool call and error has a chance to rustle the grass; the longer nothing shows, the higher the odds (a pity mechanic). /mon to check — a wild one waits 10 minutes; /mon throw to catch, and rarer species are harder, every miss improves your next throw, but it may also bolt.
Fill the 28-slot dex, walk with a team of six: your first six catches auto-join, slot 1's aura raises its home habitat's encounter rate ×1.5, rearrange with /mon swap. Shinies exist, at 1/64.
| Habitat | What rustles it | Residents |
|---|---|---|
| 🌾 Field (常野原) | messages, turns, unclassifiable tools | Fluffgrub, Dotfinch, Volttuft… |
| ⚒️ Forge (锻造窟) | writing files, running commands | Malletclaw, Cogbadger, Coredrake… |
| 📚 Archive (墨书林) | reading code, searching docs | Markmoth, Indexowl, Tomewyrm… |
| 👾 Glitch ridge (故障岭) | failed tools, agent errors | Shardtoad, Tracepede, Panicray… |
| 🌙 Night bound (夜阈) | anything between 00:00–05:59 | Lunasmudge, Dozetapir, Stardrift |
Plus the starter trio (the two you didn't pick roam the field) and three legendaries: one surfaces every 250 turns; one only answers a deep-night error; the last only visits collectors who completed the first 25 slots. The dex offers only rumors about them.
Ball economy: 8 to start, +1 per finished turn (cap 30), and catching a species you already own trades the catch back for 2 balls — duplicate encounters are never a loss.
The DSH pet lane is busy: twenty-plus desk pets are state mirrors (agent thinks, pet does a thinking animation), and dsh-digipet added raising (one pet eats your work and evolves).
Collecting was still an empty slot: no encounters, no catching, no "looking forward to the next error because the dex wants it." As of 2026-08, searching the dsh-plugin topic (2,800+ repos) and all four curated awesome lists for pokemon / pokedex / catching / gacha returns zero hits. dsh-wildmon fills that slot — the complete collect-em-all loop (encounter → catch → dex → team) mounted on your actual workflow.
It complements digipet rather than replacing it: digipet is depth with one creature, wildmon is breadth across many. Both install side by side (different command, different save file). If /mon collides with another plugin, override config.command in your profile patch.
| Command | Does |
|---|---|
/mon | Check the grass: encounter card (art, rarity, time left) or quiet status |
/mon start | Begin the journey (bare form lists the three candidates) |
/mon throw | Throw one ball at the live encounter |
/mon run | Back out of the standoff |
/mon dex | Collection: caught ● / seen ◐ / unknown ○; legendaries show only rumors |
/mon team | Party and box (its numbering feeds swap / name) |
/mon swap <a> <b> | Reorder the party or exchange with the box (slot 1 leads) |
/mon name <n> <name> | Nickname a caught partner (16 chars) |
/mon story | The journey log |
/mon about | Mechanics and the trust stance |
The whole plugin is four event taps and one slash command; the taps only roll dice:
| Tap | Base encounter rate |
|---|---|
agent/turn-stopping (also refills 1 ball) | 9% |
agent/inbox/claimed (your messages) | 5% |
tools/result (routed by tool name to forge/archive/field; failures → glitch) | 6% / 16% on failure |
agent/error | 20% |
On top: +0.8% per quiet event (capped at +25%), lead's home habitat ×1.5, and at night a 70% roll swaps in the night pool. Catch odds = rarity base (65% / 45% / 28% / 12%) + 12% per prior miss, capped at 95%; after a miss the wild one may flee at a rarity-scaled rate. Every number lives as a named constant at the top of core.js.
The save lives at $DSH_HOME/wildmon/state.json, written the way the official JSON storage backend writes: temp file + fsync + atomic rename, throttled to one write per 1.5 s no matter how busy the agent is.
The invariant that matters: model-visible means logged — and this plugin simply shows the model nothing. No tool registration (tool schemas are a per-request token tax), no agent.inject(), no session events. The whole game lives in command result cards and contributes zero bytes to every model request.
$DSH_HOME/wildmon/state.json./mon; the wild ones wait 10 minutes and misses land in the story log.Verified for real on dsh 0.1.0-rc.6 (macOS, web profile):
dsh plugin --profile web add <this repo>; the wildmon layer shows in --dump-config;dsh web boots clean;/mon start picks a partner and the send-off card renders (monospace, newlines kept);inbox/claimed and agent/error are real events: the save recorded messages:6, mishaps:6, and with pity at 10 the 6th round really spawned a Shardtoad (error event → glitch ridge, matching the table);/mon throw missed once (the card showed the throw-bonus note), caught on the second — party 2/6, dex 2/28, balls ×6 = 8 − 2 throws; the save reconciles line by line with the observed events;agent/turn-stopping, so the per-turn ball refill wasn't observable on a keyless machine (it needs turns that complete); that path is covered by unit tests;node --test) covering pure logic, rendering, the store and a fake-ctx integration.The design pays homage to the collect-em-all genre's traditions (grass encounters, the three-shake catch, a dex, a starter trio, an electric rodent, shinies). Pokémon is a trademark of Nintendo / Creatures / Game Freak; this project is not affiliated with them in any way. All 28 species names, ASCII art and text are original; no official names, characters or assets appear. The ball is just a ball that wobbles — that belongs to everyone who loves collecting things.
MIT