Boolean particle won't work

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Drawsi

Invalid set index ‘emitting’ (on base: ‘null instance’) with value of type ‘bool’.

I have no idea what the problem is, it worked perfectly a second ago:

extends KinematicBody

var direction = Vector3.FORWARD
var velocity = Vector3.ZERO

var vertical_velocity = 0
var gravity = 18

var movement_speed = 0
var walk_speed = 5
var run_speed = 12
var acceleration = 6
var angular_acceleration = 7

var jumps = 0
export var seeds = 0

var moving


func _physics_process(delta):
	#Moving
	if Input.is_action_pressed("ui_up") || Input.is_action_pressed("ui_down") || Input.is_action_pressed("ui_left") || Input.is_action_pressed("ui_right"):
		var h_rot = $Camroot/h.global_transform.basis.get_euler().y
		moving = true
		direction = Vector3(Input.get_action_strength("ui_left") - Input.get_action_strength("ui_right"),
					0,
					Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")).rotated(Vector3.UP,h_rot).normalized()
	else:
		movement_speed = 0
		moving = false
	
	velocity = lerp(velocity, direction * movement_speed, delta * acceleration)
	
	move_and_slide(velocity + Vector3.DOWN * vertical_velocity, Vector3.UP)
	
	
	
	
	# Jumping
	if is_on_floor():
		vertical_velocity = 0
		
		# Jumping
		if Input.is_action_pressed("jump"):
			$J_sound.play()
			$Jpart.emitting = true
			vertical_velocity = -10
			jumps = 1
			
		# Crouching
		elif Input.is_action_pressed("crouch"):
			if velocity.y > -20:
				velocity.y -= 1
		else:
			jumps = 0
		# Sprinting 
		if Input.is_action_pressed("sprint"):
			movement_speed = run_speed
			$Rpart.emitting = true
		
		else:
			movement_speed = walk_speed
			$Rpart.emitting = false
		
		# Basically if not_on_floor:
		$Camroot/h/v/Camera/Gui/TextureProgress.value -= 1
	else:
		vertical_velocity += gravity * delta

Where the problem occured:

$Rpart.emitting = false
$Jpart.emitting = false

		# Planning and crouching
		if Input.is_action_pressed("jump") && jumps == 1:
			if $Camroot/h/v/Camera/Gui/TextureProgress.value < 100:
				gravity = 10
				$Camroot/h/v/Camera/Gui/TextureProgress.value += 1.25
			else:
				gravity = 18
		elif Input.is_action_pressed("crouch"):
			gravity = 100
		else:
			gravity = 18
			movement_speed = 10
			$Camroot/h/v/Camera/Gui/TextureProgress.value -= .75
	# Making the player change direction
	$MeshInstance.rotation.y = lerp_angle($MeshInstance.rotation.y, atan2(direction.x, direction.z), delta * angular_acceleration)
	
	# Zooming
	if Input.is_action_just_released("zoom_in") && $Camroot/h/v/Camera.translation.z <=0:
		$Camroot/h/v/Camera.translation.z = $Camroot/h/v/Camera.translation.z + .5
	elif Input.is_action_just_released("zoom_out") && $Camroot/h/v/Camera.translation.z >=-5:
		$Camroot/h/v/Camera.translation.z = $Camroot/h/v/Camera.translation.z - .5
	
		
func _on_Area_body_entered(body):
	get_tree().reload_current_scene()

func _on_Jump_Pad_body_entered(body):
	vertical_velocity = -20

func _on_sunflower_seed_plus():
	seeds = seeds + 1
	$Camroot/h/v/Camera/Gui/Label.text = str(seeds)
	$Camroot/h/v/Camera/Gui/popup.play("New Anim")