Parsing options
Command options
In this section, we'll cover how to access the values of a command's options. Consider the following ban
command example with two options:
const { SlashCommandBuilder, PermissionFlagsBits } = require('discord.js');
module.exports = {
data: new SlashCommandBuilder()
.setName('ban')
.setDescription('Select a member and ban them.')
.addUserOption(option =>
option
.setName('target')
.setDescription('The member to ban')
.setRequired(true))
.addStringOption(option =>
option
.setName('reason')
.setDescription('The reason for banning'))
.setDefaultMemberPermissions(PermissionFlagsBits.BanMembers)
.setDMPermission(false),
};
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In the execute method, you can retrieve the value of these two options from the CommandInteractionOptionResolver
as shown below:
module.exports = {
// data: new SlashCommandBuilder()...
async execute(interaction) {
const target = interaction.options.getUser('target');
const reason = interaction.options.getString('reason') ?? 'No reason provided';
await interaction.reply(`Banning ${target.username} for reason: ${reason}`);
await interaction.guild.members.ban(target);
},
};
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Since reason
isn't a required option, the example above uses the ??
nullish coalescing operatoropen in new window to set a default value in case the user does not supply a value for reason
.
If the target user is still in the guild where the command is being run, you can also use .getMember('target')
to get their GuildMember
object.
TIP
If you want the Snowflake of a structure instead, grab the option via get()
and access the Snowflake via the value
property. Note that you should use const { value: name } = ...
here to destructure and renameopen in new window the value obtained from the CommandInteractionOption
open in new window structure to avoid identifier name conflicts.
In the same way as the above examples, you can get values of any type using the corresponding CommandInteractionOptionResolver#get_____()
method. String
, Integer
, Number
and Boolean
options all provide the respective primitive types, while User
, Channel
, Role
, and Mentionable
options will provide either the respective discord.js class instance if your application has a bot user in the guild or a raw API structure for commands-only deployments.
Choices
If you specified preset choices for your String, Integer, or Number option, getting the selected choice is exactly the same as the free-entry options above. Consider the gif command example you looked at earlier:
const { SlashCommandBuilder } = require('discord.js');
module.exports = {
data: new SlashCommandBuilder()
.setName('gif')
.setDescription('Sends a random gif!')
.addStringOption(option =>
option.setName('category')
.setDescription('The gif category')
.setRequired(true)
.addChoices(
{ name: 'Funny', value: 'gif_funny' },
{ name: 'Meme', value: 'gif_meme' },
{ name: 'Movie', value: 'gif_movie' },
)),
async execute(interaction) {
const category = interaction.options.getString('category');
// category must be one of 'gif_funny', 'gif_meme', or 'gif_movie'
},
};
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Notice that nothing changes - you still use getString()
to get the choice value. The only difference is that in this case, you can be sure it's one of only three possible values.
Subcommands
If you have a command that contains subcommands, the CommandInteractionOptionResolver#getSubcommand()
will tell you which subcommand was used. You can then get any additional options of the selected subcommand using the same methods as above.
The snippet below uses the same info
command from the subcommand creation guide to demonstrate how you can control the logic flow when replying to different subcommands:
module.exports = {
// data: new SlashCommandBuilder()...
async execute(interaction) {
if (interaction.options.getSubcommand() === 'user') {
const user = interaction.options.getUser('target');
if (user) {
await interaction.reply(`Username: ${user.username}\nID: ${user.id}`);
} else {
await interaction.reply(`Your username: ${interaction.user.username}\nYour ID: ${interaction.user.id}`);
}
} else if (interaction.options.getSubcommand() === 'server') {
await interaction.reply(`Server name: ${interaction.guild.name}\nTotal members: ${interaction.guild.memberCount}`);
}
},
};
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