Something about making the game work.
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parent
66fbc34df6
commit
27644de634
26
src/index.js
26
src/index.js
@ -65,7 +65,7 @@ client.on('message', async message => {
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console.error('Something went wrong', err)
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})
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message.awaitReactions(filter, {max: 25, time: 60000, errors: ['time']})
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message.awaitReactions((reaction) => reaction.emoji.id === config.emoteID, {max: 25, time: 60000, errors: ['time']})
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.then(collected => {
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const reaction = collected.first();
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if (reaction.emoji === emote) {
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@ -80,11 +80,7 @@ client.on('message', async message => {
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}
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)
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// going to change this to an on. statement and try making it more "JS" I think I see where you are going.
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//This will start passing the ball
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// This will start passing the ball
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function ball(message) {
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message.reply(`${emote} ${value}`)
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.then(() => {
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@ -96,15 +92,19 @@ client.on('message', async message => {
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})
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}
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message.reply("Let's start!").then(() => {
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})
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message.awaitReactions(filter, {max: 1, time: 30000, errors: ['time']})
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.then(collected => {
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const reaction = collected.first();
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if (reaction.emoji === client.emojis.cache.get(config.emoteID)) {
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// This starts the game I guess
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setTimeout(function () {
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message.reply("Let's start!").then(message => {
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message.react(config.emoteID)
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message.awaitReactions((reaction, user) => user.id === message.member.id && reaction.emoji.id === config.emoteID, { max: 1, time: 30000 })
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.then( collected => {
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if (collected.first().emoji.id === config.emoteID) {
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ball()
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}
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})
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}
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})
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}, 10000)
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}
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});
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