Guildedeno
Guildedeno is a deno wrapper for guilded api! You can view the docs here.
This package is not yet made completely! Make a pull request to make changes or create an issue for suggestions, bugs, etc!
Example
import { Client } from "https://raw.githubusercontent.com/Scientific-Guy/guildedeno/master/mod.ts";
const client = new Client({
eventHandlers: {
ready(){
console.log(`Bot is ready!`);
},
messageCreate(message){
if(message.content == '!ping'){
message.send(`Ping: ${Date.now() - message.createdAt.getTime()}`);
}
}
},
cache: {
users: true, // If set, it will cache users
teams: true // By default its set to false. Setting it to true is preferred!
},
ws: {
reconnect: true // Setting it to true will reconnect to client if the connection is closed
}
});
client.login({
email: 'Account email',
password: 'Account password'
});
You can join the Unofficial Guilded api support server for more doubts regarding this.
What can guildedeno do?
- Websocket api
- Receive events
- messageCreate
- messageUpdate
- messageDelete
- channelSeen
- teamSectionSeen
- typing
- channelCreate (Uses system message)
- channelRename (Uses system message)
- Customizable (Partially customizable)
- Reconnection (Reconnection only at errors)
- Receive events
- Get token by username and email
- Send messages
- Edit messages (Not yet made)
- Delete messages
- Role management
- Parse role permissions
- Fetch teams, users, channels, messages etc
- Caching (Not fully made)
- Cache only on options set
- Cache limit (To be made)
- Customized cache collector
- Request Manager
- Has fetch offset limit
- Has ratelimit offset limit
- Customizable fetching
- Error handelling
- Seperate errors for the package
- Error event
- Structures
- Classful
- Customizable (Partially customizable)
- Sharding
- Shard manager
- Guilded client api is not supported for sharding. This features is still kept for future purposes.
- Guides (No guide made yet as of the beta stage of the package)