Hello, I am currently wondering how to make a invites command for my discord bot.
How it would work will be I use n!invites and it comes with
You have (num) invites.
I would like it to be the amount of invites the user has gained.
If I could get some help here that would be appreciated. Thanks.
Note I have looked at the the discord.js website and there is a place for it but I never understood.
Here is a code I found on another question
client.on('message', message => {
if(message.content === "n!invites"){
var user = message.author;
message.guild.fetchInvites()
.then
(invites =>
{
const userInvites = invites.array().filter(o => o.inviter.id === user.id);
var userInviteCount = 0;
for(var i=0; i < userInvites.length; i++)
{
var invite = userInvites[i];
userInviteCount += invite['uses'];
}
message.reply(`You have ${userInviteCount} invites.`);
}
)
}
});
It gets every invite links from the guild using
message.guild.fetchInvites()
and finds an invite link that was created by the user which is the author, in this case, using a filter
const userInvites = invites.array().filter(o => o.inviter.id === user.id);
Using a for loop, it adds the amount of invites the user has until the invites the user has matches it.
var userInviteCount = 0;
for(var i=0; i < userInvites.length; i++)
{
var invite = userInvites[i];
userInviteCount += invite['uses'];
}
Then it adds the amount of uses to the userInviteCount statement which will be 0 if there is no invite found made by the user or the user has not invited anybody to the server.
Finally is sends a reply with the amount of invites the user has
message.reply(`You have ${userInviteCount} invites.`);
It is in a Template String so you don't have to put + but instead put ${expression} which is userInviteCount, so the amount of invites the user has.
I believe the command you're looking for would look something like this:
if (message.content === 'n!invites') {
var userId = message.author.id;
var userInvites = message.guild.fetchInvites().then(invites => invites.find(invite => invite.inviter.id === userId));
var useAmount = userInvites.uses;
if (useAmount === undefined) {
message.channel.send(`${message.author.username} has 0 invites`);
}
else {
message.channel.send(`${message.author.username} has ${useAmount} invites`);
}
}
Related
So I'm making a discord bot with a website. There is a form on the website, it requires you to put your discord tag (user#0000). So what i want to do is when you submit it, it checks if submitted tag is a real user.
Couldn't find anything.
Thanks.
Edit: Here is the post code
const fs = require("fs")
module.exports = (req,res,client) => {
let db = require("./feedback.json")
let d = true
let user = client.users.cache.find(u => u.tag == req.body.user) // What i tried
if (user == undefined) {
d = false
} else {
db.forEach((e) => {
if (e.dcName == req.body.dcName) {
d = false
}
})
}
if (d == true) {
db.push(req.body)
}
fs.writeFile("./webserver/feedback.json", JSON.stringify(db), (err) => {
if (err) throw err
})
if (d == true) {
res.redirect("/feedback?msg=0")
} else {
res.redirect("/feedback?msg=1")
}
}
There's no way to check whether your specified user tag is real unless that user is in the bot cache. You might want to request they put a user ID (and then fetch with client.users.fetch, which will always give you the user object if the user ID is real).
I can't rewrite your code without more information, however, please look into client.users.fetch() so you can make sure that if your user uses the bot, the bot has the user cached.
My goals are to obtain the users nickname by using their ID.
Their ID's are stored as variables which are being collected from a reaction collector.
I have tried a few methods and failed, most of which either return nothing or errors.
The below code returns nothing, the getnames() function is empty. This method was recommended to me buy 2 people from a nodejs discord server which aims to help solve issues, similar to here.
// returns player ID's
function getPlayers() {
let players = [];
players.push(queue.tank[0]); // First (1) in TANK queue
players.push(queue.heal[0]); // First (1) in HEAL queue
players.push(queue.dps[0]); // First (2) in DPS queue
players.push(queue.dps[1]);
return players;
}
// get nick names from ID's
function getnames() {
let players = getPlayers();
let playerNicks = [];
let newPlayer = "";
players.forEach(async player => {
newPlayer = await message.guild.members.fetch(player).then(function (user) {return user.displayName });
playerNicks.push(newPlayer)
return playerNicks;
})}
//formats nicknames into string
function formatnicknames() {
let formatted_string2 = '';
let playerNicks = getnames();
if (playerNicks)
formatted_string2 = `${playerNicks[0]} \n${playerNicks[1]} \n${playerNicks[2]} \n${playerNicks[3]}`;
return formatted_string2;
}
I have also tried a few variations of the below code, still unable to obtain nickname.
message.guild.members.cache.get(user.id)
Edit #1
now tried the following code with no success. (boost1ID contains the ID of 1 user)
var mem1 = message.guild.members.fetch(boost1ID).nickname
Edit #2
tried a new method of obtaining displayname from ID.
var guild = client.guilds.cache.get('guildid');
var mem1 = guild.member(boost1ID);
var mem2 = guild.member(boost2ID);
var mem3 = guild.member(boost3ID);
var mem4 = guild.member(boost4ID);
var nickname1 = mem1 ? mem1.displayName : null;
var nickname2 = mem2 ? mem2.displayName : null;
var nickname3 = mem3 ? mem3.displayName : null;
var nickname4 = mem4 ? mem4.displayName : null;
var Allnicknames = `${nickname1} ${nickname2} ${nickname3} ${nickname4}`
message.channel.send(`testing nicknames: ${Allnicknames}`)
I managed to only return my own name since i dont have a nickname on this server, but the other three users who does have a nickname returned null.
This is the simplest solution:
// your users ids
const IDs = [ '84847448498748974', '48477847847844' ];
const promises = IDs.map((userID) => {
return new Promise(async (resolve) => {
const member = message.guild.member(userID) || await message.guild.members.fetch(userID);
resolve(member.displayName || member.user.username);
});
});
const nicknames = await Promise.all(promises);
// you now have access to ALL the nicknames, even if the members were not cached!
The members you are trying to get the nicknames of are not necessarily cached, and this fixes that.
I made an example that could help you.
let testUsers = [];
module.exports = class extends Command {
constructor(...args) {
super(...args, {
description: 'Testing.',
category: "Information",
});
}
async run(message) {
function getNicknames(userArr, guild) {
let playerNicks = [];
for(var i = 0; i < userArr.length; i++) {
playerNicks.push(guild.member(userArr[i]).displayName);
}
return playerNicks;
}
let testUser = message.guild.members.cache.get(message.author.id);
testUsers.push(testUser);
let guild = message.guild;
console.log(getNicknames(testUsers, guild));
}
}
I created a function getNicknames that takes in two parameters. The first one is an Array of users (as you get one from your function getPlayers()) and the second one is the guild you are playing in. You need to provide the guild, because every user should be a GuildMember, because you want to use .displayName. I created a user Array outside of my command code, because otherwise there will only be one user in the Array everytime you use the command. Inside of the getNicknames() function I have created a new Array playerNicks that I basically fill with the user nicknames we get from our provided user Array.
Now you have to implement that into your code.
The call of the function getNicknames(), for your code should look like this:
getNicknames(getPlayers(), message.guild);
I've tried making a leaderboard command with quick.db for my Discord.js bot but it isnt working.
It replies with undefined users and stuff like that!
var money = await db.all(`money_${message.guild.id}`, { sort: ".data" });
let resp = "";
for (let i = 0; i < money.length; i++) {
let user = client.users.cache.get(money[i].ID.split("_")[1]);
resp += `${i + 1}. ${user} - ${money[i].data}$\n`;
}
return message.channel.send(
new Discord.MessageEmbed().setAuthor(`Leaderboard`).setDescription(resp)
);
Here is the code ^^^^
Here is the output for the command
It means that money[i].ID.split("_")[1] is not a valid ID. Have you thought about logging these values in the loop to check the validity of the data you store?
if (!args[1]) return message.channel.send('You need to specify a person!')
if (!args[2]) return message.channel.send('Please specify a time for how long the ban council will last.')
var tim = args[2]
const sweden = message.mentions.users.first()
message.react('👍').then(() => message.react('👎'))
const mappo = ['👍', '👎']
if (!args[1]) return message.channel.send('Please specify a person!')
if(message.guild){ //this will check if the command is being called from a server
const embad = new Discord.MessageEmbed()
.setTitle('Ban Council')
.addField('The Convicted:', `${sweden.tag}`)
.addField('Rules:', 'Vote on whether the convicted is guilty or not with the prompted reactions. The ban will end automatically in 5 seconds.')
message.channel.send(embad)
setTimeout(function(){
if(sweden){
const lyft = message.guild.member(sweden)
if(lyft){
if(message.reactions.cache.map(r => `${'👍'} ${r.users.cache.size}`)[0] > message.reactions.cache.map(r => `${'👍'} ${r.users.cache.size}`)[1]){
lyft.ban({ ression: 'Majority has exiled you from server. '}).then(() => {
message.reply(`The user ${december.tag} was banned as a result of a majority vote.`)
})
} else {
message.channel.send('The ban was cancelled.')
}
}else{
message.reply('The user is not in this server.')
}
}else{
message.reply('You need to specify a person!')
}
}, tim)
} else {
message.channel.send('Banning does not work here!')
}
It sends the "Ban cancelled" before it actually has the chance to take input. I've tried collectors, and it doesn't work because of the max: part, how can I resolve this problem? (Also it returns no errors)
This is in a case. (appending onto what feedback I got)
Firstly you should beautify your code before you post on stackoverflow, you could have removed the break keyword and just explain it was inside of a switch case
The reason it does not work is because you are checking the message's reaction, and not the embed that you send, so to fix this you need to assign a variable to message.channel.send(embad), but this is a promise so you need to await it, which requires an async function
lastly awaitReactions and createReactionCollector are probably better options,
So here's the new code:
(async () => {
if (!args[1]) return message.channel.send('You need to specify a person!');
if (!args[2]) return message.channel.send('Please specify a time for how long the ban council will last.')
if (!message.guild) return message.channel.send('Banning does not work here');
var tim = args[2]
const sweden = message.mentions.member.first()
const mappo = ['👍', '👎']
message.react('👍').then(() => message.react('👎'))
const embad = new Discord.MessageEmbed()
.setTitle('Ban Council')
.addField('The Convicted:', `${sweden.tag}`)
.addField('Rules:', 'Vote on whether the convicted is guilty or not with the prompted reactions. The ban will end automatically in 5 seconds.')
const embedMessage = await message.channel.send(embad);
setTimeout(function () {
if (!sweden) return message.reply('You need to mention a person');
const filter = (reaction) => mappo.includes(reaction.emoji.name);
embad.awaitReactions(filter, { time: 5000 })
.then(collection => {
//not the most optimal way to do it
const emoji1 = collection.find(e => e.emoji.name === '👍');
const emoji2 = collection.find(e => e.emoji.name === '👎');
//both default to 0
const upvotes = emoji1 && emoji1.users.size || 0;
const downvotes = emoji2 && emoji2.users.size || 0;
if (upvotes > downvotes) {
lyft.ban({ reason: 'Majority has exiled you from server. ' })
.then(() => message.reply(`The user ${december.tag} was banned as a result of a majority vote.`));
} else {
message.channel.send('The ban was cancelled.');
}
})
.catch(console.error);
}, tim);
})();
It's been around 8 months since I made this post, and I found the answer, and an even more effective way to do it. I won't post the entire code, as it's pretty long and not very neat. However, this is a much more effective way of counting reactions.
My Original Code was:
const upvotes = message.reactions.cache.map(r => ${'👍'} ${r.users.cache.size})[0]
const downvotes = message.reactions.cache.map(r => ${'👎'} ${r.users.cache.size})[1]
It doesn't work very well either.
const [upvoteReaction, downvoteReaction] = message.reactions.cache.first(2);
const upvotes = upvoteReaction.users.cache.size;
const downvotes = downvoteReaction.users.cache.size;
It takes the number of reactions from the first two reactions on the message. Seeing as how the only reactions are thumbs up and thumbs down, it will get the numbers from both of them. From there, you can just compare the two.
I am trying to adapt a piece of code that was coded with socket.io 0.9 that returns a list of clients in a specific room and list of rooms(typical chat-room example)
Users in room
var usersInRoom = io.sockets.clients(room);
List of rooms
socket.on('rooms', function() {
var tmp = io.sockets.manager.rooms;
socket.emit('rooms', tmp);
});
tmp looks like this
{
0: Array[1],
1: /Lobby: Array[1]
}
So I can show the list in the client with this javascript run on the browser.
socket.on('rooms', function(rooms) {
$('#room-list').empty();
debugger;
for(var room in rooms) {
room = room.substring(1, room.length);
if (room != '') {
$('#room-list').append(divEscapedContentElement(room));
}
}
$('#room-list div').click(function() {
chatApp.processCommand('/join ' + $(this).text());
$('#send-message').focus();
});
});
But for version >1.x I just found the clients/rooms changed.
Following some links I found here, I could manage to get a list of rooms by doing this:
socket.on('rooms', function(){
var tmp = socket.rooms;
socket.emit('rooms', tmp);
});
The problem here is that socket.rooms returns
{
0: "RandomString",
1: "Lobby",
length: 2
}
And I just need to pass the 'Lobby' room. I don't know from where the random string come from.
EDIT
Through some debugging I discovered, the randomstring is the socket.id ... Is it normal this behavior? Returning the room and the socket.id together?
Updated
I finally got some results
Users in room
var usersInRoom = getUsersByRoom('/', room);
function getUsersByRoom(nsp, room) {
var users = []
for (var id in io.of(nsp).adapter.rooms[room]) {
users.push(io.of(nsp).adapter.nsp.connected[id]);
};
return users;
};
List of rooms
function getRooms(io){
var allRooms = io.sockets.adapter.rooms;
var allClients = io.engine.clients;
var result = [];
for(var room in allRooms){
// check the value is not a 'client-socket-id' but a room's name
if(!allClients.hasOwnProperty(room)){
result.push(room);
}
}
return result;
}
Better and more straightforward ways to achieve the results?
These are the links I checked:
How to get room's clients list in socket.io 1.0
socket.io get rooms which socket is currently in
It seems there is no better approach, so I will use my own answer. In case any of you has a better solution, I would update the accepted one.
Users in room
var usersInRoom = getUsersByRoom('/', room);
function getUsersByRoom(nsp, room) {
var users = []
for (var id in io.of(nsp).adapter.rooms[room]) {
users.push(io.of(nsp).adapter.nsp.connected[id]);
};
return users;
};
List of rooms
function getRooms(io){
var allRooms = io.sockets.adapter.rooms;
var allClients = io.engine.clients;
var result = [];
for(var room in allRooms){
// check the value is not a 'client-socket-id' but a room's name
if(!allClients.hasOwnProperty(room)){
result.push(room);
}
}
return result;
}