Creating commands
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This page is a follow-up and bases its code on the previous page.
Discord allows developers to register slash commandsopen in new window, which provide users a first-class way of interacting directly with your application. Before being able to reply to a command, you must first register it.
Registering commands
This section will cover only the bare minimum to get you started, but you can refer to our in-depth page on registering slash commands for further details. It covers guild commands, global commands, options, option types, and choices.
Command deployment script
Create a deploy-commands.js
file in your project directory. This file will be used to register and update the slash commands for your bot application.
You'll need to install @discordjs/builders
open in new window, @discordjs/rest
open in new window, and discord-api-types
open in new window.
npm install @discordjs/builders @discordjs/rest discord-api-types
yarn add @discordjs/builders @discordjs/rest discord-api-types
pnpm add @discordjs/builders @discordjs/rest discord-api-types
Below is a deployment script you can use. Focus on these variables:
clientId
: Your application's client idguildId
: Your development server's idcommands
: An array of commands to register. The slash command builder from@discordjs/builders
is used to build the data for your commands
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In order to get your application's client id, go to Discord Developer Portalopen in new window and choose your application. Find the id under "Application ID" in General Information subpage. To get guild id, open Discord and go to your settings. On the "Advanced" page, turn on "Developer Mode". This will enable a "Copy ID" button in the context menu when you right-click on a server icon, a user's profile, etc.
const { SlashCommandBuilder } = require('@discordjs/builders');
const { REST } = require('@discordjs/rest');
const { Routes } = require('discord-api-types/v9');
const { clientId, guildId, token } = require('./config.json');
const commands = [
new SlashCommandBuilder().setName('ping').setDescription('Replies with pong!'),
new SlashCommandBuilder().setName('server').setDescription('Replies with server info!'),
new SlashCommandBuilder().setName('user').setDescription('Replies with user info!'),
]
.map(command => command.toJSON());
const rest = new REST({ version: '9' }).setToken(token);
rest.put(Routes.applicationGuildCommands(clientId, guildId), { body: commands })
.then(() => console.log('Successfully registered application commands.'))
.catch(console.error);
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{
"clientId": "123456789012345678",
"guildId": "876543210987654321",
"token": "your-token-goes-here"
}
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Once you fill in these values, run node deploy-commands.js
in your project directory to register your commands to a single guild. It's also possible to register commands globally.
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You only need to run node deploy-commands.js
once. You should only run it again if you add or edit existing commands.
Replying to commands
Once you've registered your commands, you can listen for interactions via Client#event:interactionCreate
open in new window in your index.js
file.
You should first check if an interaction is a command via .isCommand()
open in new window, and then check the .commandName
open in new window property to know which command it is. You can respond to interactions with .reply()
open in new window.
client.once('ready', () => {
console.log('Ready!');
});
client.on('interactionCreate', async interaction => {
if (!interaction.isCommand()) return;
const { commandName } = interaction;
if (commandName === 'ping') {
await interaction.reply('Pong!');
} else if (commandName === 'server') {
await interaction.reply('Server info.');
} else if (commandName === 'user') {
await interaction.reply('User info.');
}
});
client.login(token);
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Server info command
Note that servers are referred to as "guilds" in the Discord API and discord.js library. interaction.guild
refers to the guild the interaction was sent in (a Guild
open in new window instance), which exposes properties such as .name
or .memberCount
.
client.on('interactionCreate', async interaction => {
if (!interaction.isCommand()) return;
const { commandName } = interaction;
if (commandName === 'ping') {
await interaction.reply('Pong!');
} else if (commandName === 'server') {
await interaction.reply(`Server name: ${interaction.guild.name}\nTotal members: ${interaction.guild.memberCount}`);
} else if (commandName === 'user') {
await interaction.reply('User info.');
}
});
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You could also display the date the server was created, or the server's verification level. You would do those in the same manner–use interaction.guild.createdAt
or interaction.guild.verificationLevel
, respectively.
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Refer to the Guild
open in new window documentation for a list of all the available properties and methods!
User info command
A "user" refers to a Discord user. interaction.user
refers to the user the interaction was sent by (a User
open in new window instance), which exposes properties such as .tag
or .id
.
client.on('interactionCreate', async interaction => {
if (!interaction.isCommand()) return;
const { commandName } = interaction;
if (commandName === 'ping') {
await interaction.reply('Pong!');
} else if (commandName === 'server') {
await interaction.reply(`Server name: ${interaction.guild.name}\nTotal members: ${interaction.guild.memberCount}`);
} else if (commandName === 'user') {
await interaction.reply(`Your tag: ${interaction.user.tag}\nYour id: ${interaction.user.id}`);
}
});
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Refer to the User
open in new window documentation for a list of all the available properties and methods!
And there you have it!
if
/else if
The problem with If you don't plan on making more than a couple commands, then using an if
/else if
chain is fine; however, this isn't always the case. Using a giant if
/else if
chain will only hinder your development process in the long run.
Here's a small list of reasons why you shouldn't do so:
- Takes longer to find a piece of code you want;
- Easier to fall victim to spaghetti codeopen in new window;
- Difficult to maintain as it grows;
- Difficult to debug;
- Difficult to organize;
- General bad practice.
Next, we'll be diving into something called a "command handler"–code that makes handling commands easier and much more efficient. This allows you to move your commands into individual files.
Resulting code
If you want to compare your code to the code we've constructed so far, you can review it over on the GitHub repository here open in new window.