0.0.50 • Published 11 months ago

djs-commander v0.0.50

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Last release
11 months ago

DJS-Commander: A Library for Discord.js Projects

DJS-Commander is an easy-to-use JavaScript library that simplifies the process of handling commands, events, and validations in your Discord.js projects.

Discord.js version supported: v14

Documentation

You can find the full documentation here

Installation

To install DJS-Commander, simply run the following command:

For npm:

npm install djs-commander

For yarn:

yarn add djs-commander

Usage

// index.js
const { Client, IntentsBitField } = require('discord.js');
const { CommandHandler } = require('djs-commander');
const winston = require('winston');
const path = require('path');

const client = new Client({
  intents: [IntentsBitField.Flags.Guilds], // Your bot's intents
});

const logger = winston.createLogger({
  // Optional highly customizable winston logger
  level: 'info',
  format: winston.format.json(),
  transports: [new winston.transports.Console()],
});

new CommandHandler({
  client, // Discord.js client object
  commandsPath: path.join(__dirname, 'commands'), // The commands folder
  eventsPath: path.join(__dirname, 'events'), // The events folder
  validationsPath: path.join(__dirname, 'validations'), // Only works if commandsPath is provided
  testServer: 'TEST_SERVER_ID', // To register guild-based commands (if not provided commands will be registered globally)
  logger: logger, // Changes the console output to match the specified logger configuration (if not provided logging will go through console.log)
});

client.login('YOUR_TOKEN_HERE');

File Structure

Commands

DJS-Commander allows a very flexible file structure for your commands directory. Here's an example of what your file structure could look like:

commands/
├── command1.js
├── command2.js
└── category/
	├── command3.js
	└── commands4.js

Any file inside the commands directory will be considered a command file, so make sure it properly exports an object. Like this:

// commands/misc/ping.js
const { SlashCommandBuilder } = require('discord.js');

module.exports = {
  data: new SlashCommandBuilder().setName('ping').setDescription('Pong!'),

  run: ({ interaction, client, handler }) => {
    interaction.reply(`Pong! ${client.ws.ping}ms`);
  },

  // deleted: true, // Deletes the command from Discord (if you passed in a "testServer" property it'll delete from the guild and not globally)
};
  • interaction
  • client is the discord.js Client instance.
  • handler is the CommandHandler instance. You can use this to get access to properties such as commands.

Events

DJS-Commander assumes a specific file structure for your events. Here's an example of what your file structure could look like:

events/
├── ready/
|	├── console-log.js
|	└── webhook.js
|
└── messageCreate/
	├── auto-mod/
	|	├── delete-swear-words.js
	|	└── anti-raid.js
	|
	└── chat-bot.js

Make sure each file exports a default function. Like this:

// events/ready/console-log.js
module.exports = (argument, client, handler) => {
  console.log(`${client.user.tag} is online.`);
};
  • argument is the argument you receive from the event being triggered (you can name this whatever you want). For example, the messageCreate event will give you an argument of the message object.
  • client is the discord.js Client instance.
  • handler is the CommandHandler instance. You can use this to get access to properties such as commands.

Validations

DJS-Commander allows you to organize your validation files however you want to. Functions inside these files are executed in ascending order so you can prioritize your validations however you see fit. Here’s an example of what your file structure could look like:

validations/
└── dev-only.js

Make sure each file exports a default function. Like this:

// validations/dev-only.js
module.exports = (interaction, commandObj, handler, client) => {
  if (commandObj.devOnly) {
    if (interaction.member.id !== 'DEVELOPER_ID') {
      interaction.reply('This command is for the developer only');
      return true; // This must be added to stop the command from being executed.
    }
  }
};
  • interaction is the interaction object.
  • commandObj is the command object exported from the command file itself. Properties such as name, description and options are all available within.
  • handler is the CommandHandler instance. You can use this to get access to properties such as commands.
  • client is the Client instance. (defined in your main entry point)

It's important to return true (or any truthy value) if you don't want the command to be executed (this also ensures the next validation that was queued up is not executed).

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