#development
1 messages · Page 478 of 1
yes, but it gives you what you need
.
But
that is not what I want it to do.
I want it to do so when people do !steam Rust or !steam Gmod
It will request the game data from it and send it out in an embed
and which part are you stuck with?
.
request.get(https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game})
request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`)
defining game
so whatever they type in
will go where ${game} is
alright
var game = gamemessage = args.join(" ").slice(22)
isnt this how you would define it though?
content?
Nvm
It didn't work
anyway
I am trying to figure out how to define game rn
lol
Ok
It represents
what I say after activating the command
like
!steam Rust
it logs rust
so use args
I did.
or args[0]
how does it log it? as "rust" or as ["rust"]?
[ 'rust' ]
that means its an array
[0]
ok
meaning you access it by its index
which is index 0 (first value)
so game = args[0]
you're still console.logging args
you can remove the console.log
show the rest of the code
Ah ok
Well
ALl I have for now
const Discord = require("discord.js");
const request = require("node-superfetch");
module.exports.run = async (client, message, args) => {
var game = args[0]
request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`)
}
module.exports.help = {
names: ["steam"]
}
Is this so far
I am trying to figure out how to request the data now that I have the game requested
alright, now you have to wait for the request and receive a reply
Ok
whats the node-superfetch example?
const request = require('node-superfetch');
try {
const { body } = await request.get('https://registry.npmjs.com/node-fetch');
console.log(body);
} catch (err) {
console.error(err);
}
I need to do all that
lol
Yes
the request is assigned to a variable
in a special way
const { body } = await request.get('https://registry.npmjs.com/node-fetch');
^ same as var ^ get body from ^ wait for request
const Discord = require("discord.js");
const request = require("node-superfetch");
module.exports.run = async (client, message, args) => {
var game = args[0]
try{
const { body } = await
request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`)
} catch(err){
console.log(err)
}
}
module.exports.help = {
names: ["steam"]
}
So like that?
await and request in the same line
ok
now you have to navigate it, and access the relevant part
Yea
now, how is this object structured? can you read it? how would you access what you need?
Hmmm
By defining each one?
like
price and stuff
I would have to define
price and platforms
for sure
is the information contained there enough? or do you need more?
because there is another url with more details
so how do you get it? what do you need to access that information?
Ummmmmm
/ayuda
It looks like a Json response
español solo en #memes-and-media
yes, its json, but how do you get there?
Hmmm
Quien me enseña hacer una bot de discord
I don't know
@shrewd lark ahi se habla solo inglés. se qieres hablar español, hablas en #memes-and-media
@lusty dew what did you do right now, to make that appear on your screen?
the very basic action you did
no, i mean the second link i showed you
Oh
meaning, how do you get all that information into your bot?
bingo
So
where is the id of the game?
you just logged it
see how it goes?
Yes
first you search, then you get the id from the results, then you request again
so what do you need to do now?
Yes
can you do that?
I can try
so wait
const { body } = await request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`)
I keep this
then get the ID from those results?
yes
Ok
I can try and do that
Ok
I can't figure it out yet
lol
hm
I read this somewhere
I am not sure if it is for what I need
Nvm
if you eval that code you should get the full response then you can try to find the id
I saw this
but
alert(json.parse[0].id)
I don't think it will work
eval?
What is eval
i think the json is already parsed, else it would show up as a string in his logs
uh
no
alert is for websites
Oh ok
alert is for browsers
rip
fyi an eval is a command most bots have, that runs code (make sure u restrict it to devs tho)
Ah ok
and as tim said, do you know why that works? (body.items[0].id)
yea lol
he has it in his logs
oh
const Discord = require("discord.js");
const request = require("node-superfetch");
module.exports.run = async (client, message, args) => {
var game = args[0]
try{
const { body } = await request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`)
console.log(body)
} catch(err){
console.log(err)
}
return body.items[0].id
}
module.exports.help = {
names: ["steam"]
}
but he doesnt understand the structure of the object that well
that is meh command now
which is why im trying to explain
Yea
You are doing a good job ;p
I forgot
that I had to request it from the body
xD
so basically body contains the entire object. and if you check your logs, you see that the object has two main properties: total and items
thats why you do body.items
yea
because it has [
exactly
bingo
ok
so you take all of this, and put it into a variable
var id = body.items[0].id
and do the next request with the id
ok
So wait
oof
didn't copy it all
var id = body.items[0].id
try{
const { body } = await request.get(`https://store.steampowered.com/api/appdetails?appids=${id}`)
console.log(body)
} catch(err){
console.log(err)
}
so like that?
so either change const to var
I changed it to var
or change the second body to something else
No
Well
yes
but
it should
TypeError: Cannot read property 'items' of undefined
at Object.module.exports.run (C:\Users\User\Desktop\LoverBot v3\commands\ste
am.js:14:19)
at process._tickCallback (internal/process/next_tick.js:68:7)
but
did you remove the first request?
show full code
u cant access .items before you even mame a request lmfao 
const Discord = require("discord.js");
const request = require("node-superfetch");
module.exports.run = async (client, message, args) => {
var game = args[0]
try{
const { body } = await request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`)
console.log(body)
} catch(err){
console.log(err)
}
var id = body.items[0].id
try{
var { body } = await request.get(`https://store.steampowered.com/api/appdetails?appids=${id}`)
console.log(body)
} catch(err){
console.log(err)
}
}
module.exports.help = {
names: ["steam"]
}
and then assign it the body from the request
both because the const body only lasts until the end of that block lmao
do u know what scope is? obvs not
Um no
it was rhetorical question lol
LMAO
lemme give you an example:
if(something) {
const x = 1
}
console.log(x) //x undefined
https://www.hastebin.com/yujemotune.js @quartz kindle this is my code
basically your problem is that try creates a scope, meaning variables created inside it will only work inside it. you can either remove the try catch block, or put everything into only one block
no
he should put a let before the block
then assign it the body after he makes the request
you dont need to declare the variable outside if you put everything into the same block
yeah but no need to be in 1 block
Can tim just help me....
js try catch performance grumble grumble
he was doing well
Ok
let body = null;
try{
body = await request.get(`https://store.steampowered.com/api/appdetails?appids=${id}`).then(res => res.body);
console.log(body)
} catch(err){
console.log(err)
}
``` not sure if thats correct for your request library
but worth a shot
nd the proper way
on mobile so the indentation might be scuffed sry
body is already defined because ur doing 2 requests and calling the response the same thing
just give it a diff name :p
it looks nicer like this, but thats just mejs try{ var { body } = await request.get(`https://store.steampowered.com/api/storesearch?cc=us&l=en&term=${game}`); var id = body.items[0].id; { body } = await request.get(`https://store.steampowered.com/api/appdetails?appids=${id}`); console.log(body); } catch(err){ console.log(err) }
find the information you need from the new body
the same way you found it in the first body
read the object in your logs, and see how its structured
Oh ye
so just
body.data.pc_requirements?
would be one of them right?
and I can do that like
in the embed correct?
likew
first property is the id
yes
Ok
so how would you get it?
I would do ermmm
Wait
let me think
while I have someoen spaming my DMs
Ok
back
so you would get it by
doing
Um
wait
why am I having trouble with this ugh
because its a dynamic key
there is a specific way to access properties with dynamic keys
which coincidentally, its the same way you would access items in an array
nope
Ok
proepty?
property lol
like
you have object.key
right?
but if the key has spaces for example
object.key with spaces
doesnt work
the correct way is
object["key with spaces"]
Oh
so wait
Hmm
trying to understand that
I understand that
object.key with spaces is not correct
object.key //works
object["key"] //works
object.key with spaces //doesnt work
object["key with spaces"] //works
object.variable //doesnt work
object[variable] //works```
basically the final answer is in the above block
body is the object
keep trying, almost there
close, but no
Oh oof
body doesnt have a property 0
Oh
Yea
which is stored in a variable
only the 0 was wrong
Oh so
Ah i think i see
So would it be 1 instead
since the first property or whatever is the game ID
no
sorry my mind not thinking straight
objects dont have a concept of "first" or "second"
they are not ordered
object are indexed by keys
Oh
oh
i need to go sleep, hurry up
Sorry
I don't know
I am rushing to do things
and multi-tasking
my mind isn't directly focused on just this
then try again when you have more time
yes
so data would be
wait
if there is a key
nvm
I will just
try again later
I was going to ask if ther are key's and value's
the answer is here
object.key //works
object["key"] //works
object.key with spaces //doesnt work
object["key with spaces"] //works
object.variable //doesnt work
object[variable] //works```
ah
body["key"]
or
body["key with spaces"]
Or wait
it wouldn't be variable would it?
you have game id stored in a variable
that is correct, but there is no key named "key" in the object
the key is named "252490"
body["data"]?
Oh well
then idk
:/
I will just figure it out later
when my mind is more focused
alright good luck
Thank you
im tempted to just give it to you, but eh
oof
Ok
body[id].data
Cause
I need a bot idea.
🤔
then it would only be getting the data for that game
plus
we have ID defined
so the id will be taken
from whatever game the user searches
very good
K
@lusty dew wut games
goodnigght
@quartz kindle gn 
@_@
@quartz kindle gn 👌
Thank you Tim (Hopefully you will see this xD)
Am I able to DM someone about an issue I'm having? :D
blah I'll keep it here idk why I said that 😂
I'm having a "blonde" moment. It's whacking up that ${message.author} isn't defined, either it's {message} isn't defined, if I add message where it has exports.exec = function (msg, log) { then it yells and says author isn't defined.
I'm being real dumb atm
I swear
isn't is msg.author not message.author?
YES HAHAH
lol
it happens to the best of us 
um
no
msg has been deprecated. Usually when you use msg it will pump out a warning into console that msg has been deprecated, and to use message instead.
So, message.author was correct. There was some error elsewhere when your author was undefined. It could be cause that author was defined incorrectly, or that author isn't a global variable, which would be why that line could not access the definition
welp
that would also be why lmao
found some decent evidence of the deprecation
wat
welp ? what mean this in english
because they use message doesnt mean msg is depreciated 
you can define it to what you want
cuz im learn english 😊
I prefer message over msg anyway, it just looks tidier
How can I make it so my JavaScript bot sends a message if it doesn't have the right permission?
well
do something along the lines of
if (!message.guild.member(Bot.user).hasPermission("PERMISSION")) return message.channel.send("cant do that");
something along the lines of that
all the diff permissions are in the documentation
you can just use msg.guild.me.hasPermission()
ty
"informative"
Lol
Not as much nsfw but more shitpost 
But yeah thanks for that idea
Oh yeah and how to make discord javascript library that looks like discord.js but has totally nothing to do with it
how can i get this not N/A anymore
jda
An API wrapper for https://discordbots.org/api/docs that works in Java - DiscordBotList/DBL-Java-Library
Ty.
yw
tq
const Discord = require("discord.js");
module.exports.run = async (bot, config, message, args1) => {
let reportschannel = bot.channels.get(486167748205084694)
if(message.guild.name != "Discord Bot List") {
reportschannel.send(" ")
}
let user = message.author.id
let requestEmbed = new Discord.RichEmbed()
.setTitle("Request")
.setColor(0x00ff00)
.addField("Someone requested", args1, true);
reportschannel.send(requestEmbed);
let submit = new Discord.RichEmbed()
.setTitle("Successful")
.setColor(0x00ff00)
.addField(`You requested`, args1, true);
message.channel.send(submit);
}
module.exports.help = {
name: "submit"
}```
the bot doesnt send anything
at Client.client.on (/app/server.js:153:31)
at emitOne (events.js:116:13)
at Client.emit (events.js:211:7)
at MessageCreateHandler.handle (/rbd/pnpm-volume/e833a0de-7dc5-4e4f-82a8-7de26ebb0fdd/node_modules/.registry.npmjs.org/discord.js/11.4.2/node_modules/discord.js/src/client/websocket/packets/handlers/MessageCreate.js:9:34)
at WebSocketPacketManager.handle (/rbd/pnpm-volume/e833a0de-7dc5-4e4f-82a8-7de26ebb0fdd/node_modules/.registry.npmjs.org/discord.js/11.4.2/node_modules/discord.js/src/client/websocket/packets/WebSocketPacketManager.js:103:65)
at WebSocketConnection.onPacket (/rbd/pnpm-volume/e833a0de-7dc5-4e4f-82a8-7de26ebb0fdd/node_modules/.registry.npmjs.org/discord.js/11.4.2/node_modules/discord.js/src/client/websocket/WebSocketConnection.js:333:35)
at WebSocketConnection.onMessage (/rbd/pnpm-volume/e833a0de-7dc5-4e4f-82a8-7de26ebb0fdd/node_modules/.registry.npmjs.org/discord.js/11.4.2/node_modules/discord.js/src/client/websocket/WebSocketConnection.js:296:17)
at WebSocket.onMessage (/rbd/pnpm-volume/e833a0de-7dc5-4e4f-82a8-7de26ebb0fdd/node_modules/.registry.npmjs.org/ws/4.1.0/node_modules/ws/lib/event-target.js:120:16)
at emitOne (events.js:116:13)
(node:10189) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 1)
(node:10189) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Try making the reports channel parameter a string
IDs are always strings in d.js
It’s also probably erroring on the sending of an empty message
HELLO
if (message.content.match(/([A-Z0-9]|-|_){24}\.([A-Z0-9]|-|_){6}\.([A-Z0-9]|-|_){27}|mfa\.([A-Z0-9]|-|_){84}/gi)) {
if(!message.guild.members.get(client.user.id).hasPermission('MANAGE_MESSAGES')) return message.channel.send('**I need Permission \`MANAGE_MESSAGE\`To delete Tokens**')
message.delete();
message.reply(`you sent your token! Do not worry you've deleted it`);
return;
}
if(message.channel.type === "dm"){
if (message.content.match(/([A-Z0-9]|-|_){24}\.([A-Z0-9]|-|_){6}\.([A-Z0-9]|-|_){27}|mfa\.([A-Z0-9]|-|_){84}/gi)) {
message.delete();
message.reply(`you sent your token! Do not worry you've deleted it`);
return;
}
}
});
this code allowed ?
or my bot will be delete
-_-
this code if one sand token account or token bot masseg will be delete
@earnest phoenix you could improve that code a lot
does client.channels.size count voice channels in .js?
yas
?
im speak arabic
oh
I know a bit of Arabic
can i still have help please
realy
yes
@spring ember like what
?
i want the member count not count this one
That is a bit problematic
why?
I know a bit of english
The solution is to iterate over all the servers except this one and add all of the users to a set
wit
sadly it is not scalable
he wont blockd one form server ?
What
im vary bad in english
i just mean like client.users.size - client.guild.size(264445053596991498)
ik
Like in this server and in another
but it just subtracts this servers count
yes
how do i do that
@spring ember hmm i wont vote this good or bad
That is really nice
how do i get the member count of 264445053596991498
I have this for music queue
@wide ruin client.guilds.get(id).size
thanks
if you need code call me 😊
amm
@spring ember
im forget ask you
if (message.content.match(/([A-Z0-9]|-|_){24}\.([A-Z0-9]|-|_){6}\.([A-Z0-9]|-|_){27}|mfa\.([A-Z0-9]|-|_){84}/gi)) {
if(!message.guild.members.get(client.user.id).hasPermission('MANAGE_MESSAGES')) return message.channel.send('**I need Permission \`MANAGE_MESSAGE\`To delete Tokens**')
message.delete();
message.reply(`you sent your token! Do not worry you've deleted it`);
return;
}
if(message.channel.type === "dm"){
if (message.content.match(/([A-Z0-9]|-|_){24}\.([A-Z0-9]|-|_){6}\.([A-Z0-9]|-|_){27}|mfa\.([A-Z0-9]|-|_){84}/gi)) {
message.delete();
message.reply(`you sent your token! Do not worry you've deleted it`);
return;
}
}
});
allowed ?
@client.command(pass_context=True)
async def pest(ctx):
server = ctx.message.server
await client.create_channel(server, 'cool-channel', type=discord.ChannelType.text)
await client.send_message(message.channel, "test")
Doesnt work, no errors.
yes
hey how do i put a space in my description like this
Commands
!help >> Receive this help message!
!suggest >> Create a suggestion!
!invite >> Receive the invite links!
!reportbug >> Report a bug to the developers!
!approve >> Approve a suggestion!
!reject >> Reject a suggestion!
!setchannel >> Set the suggestion channel!
!setsubmitchannel >> Set the submit channel!
!setprefix >> Set the prefix!
if you are using markdown, then you need to put 2 enter spaces in between lines in the editor
why does it have to yell each command's description?
What's the .js code for if message is a DM?
Idk
The point is that you help others
Oh
But you didn't say your language
Oh
what
wut
How do I do a invite command in JS
I said .js in the message

@wide ruin did you check the d.js docs first?
probably not
@wide ruin check if message.channel.type is dm or if message.guild is null
How?
he literally just said how
no it doesnt
How will it?
you are trying to declare something not check if something is equal to another thing
js docs*
Uncaught Exception: TypeError: Cannot read property 'send' of null```
// This event executes when a new member joins a server. Let's welcome them!
const Discord = require('discord.js');
module.exports = (client, member) => {
// Load the guild's settings
if (member.user.id === client.user.id) return;
const guildSettings = client.settings.get(member.guild.id);
const welcomeMessage = guildSettings.welcomeMessage.replace('{{user}}', member.user.tag);
// Send the welcome message to the default server channel. Not ideal,
// there's a place for more configs here.
if (guildSettings.welcomeEnabled === 'true') {
if (member.guild.channels.find('name', guildSettings.welcomeChannel)) {
member.guild.channels.find('name', guildSettings.welcomeChannel).send(welcomeMessage).catch((e) => client.log('log', `Unable to send message to welcomeChannel (${guildSettings.welcomeChannel}) on ${member.guild.name} (${member.guild.id}): \n ${e}`, 'Error'));
}
//return console.log(`Unable to send welcome message to guild: '${member.guild}' (${member.guild.id}) as the channel '${guildSettings.welcomeChannel}' does not exist`);
}
const logWelcome = new Discord.RichEmbed()
.setColor('GREEN')
.setTitle('New Member')
.addField('User tag', member.user.tag)
.addField('User ID', member.user.id);
if (guildSettings.logNewMember === 'true') {
member.guild.channels.find('name', guildSettings.modLogChannel).send({ embed: logWelcome }).catch((e) => client.log('log', `Unable to send message to modLogChannel (${guildSettings.modLogChannel}) on ${member.guild.name} (${member.guild.id}): \n ${e}`, 'Error'));
}
};
Its at this line
member.guild.channels.find('name', guildSettings.modLogChannel).send({ embed: logWelcome }).catch((e) => client.log('log', `Unable to send message to modLogChannel (${guildSettings.modLogChannel}) on ${member.guild.name} (${member.guild.id}): \n ${e}`, 'Error'));
It can’t find the channel
it is either declared in a section where message, guild or channels is not defined in any case, it is declared in an external function, or it needs to be fed one of those 3 things mentioned above
Any one know a great place to start learning to make discord bots
What is the easiest
How would i add a reaction to the latest message in a channel, so like im trying to make it so in my ticket channel if i just say no, itll add a reaction to the ticket message in that channel
First of all nice selfbot, second, i mean the part of getting the message that was sent in the first place
Wdym selfbot?
Im just trying to figure out how i would do it to the latest message because you're just using message as the object
how would i get the latest message
lib
its ok
well
to get another user's besides the author's last message it would be js let user = (this.)client.users.get('id') // you can also get it by .find // then user.lastMessage for the author it would be js (message).author.lastMessage i havent done lastMessage much but it works i think
if thats what you are asking
not the users last message but the channels last message
ohh
okay so basiclly ill try and explain what im trying to do
So i have a censor bot and i have a ticket command where people can report words etc. So one that I do to keep track of whats happened is to add reactions to the messages with yes no or and o for something else, dont worry. so in order to make it easier im trying to make it so i can send "no" in the channel and itll add the reactions on its own
Do u mean like
let m = message.channel.send("Whatever")
m.react(':ok_hand:')
``` or whatever the thingy is
Its just a example lmao
still
aSyNc
Cuz one thing ik that a property of a channel is lastMessage but the thing is that when i send "no" thatll be the latest message and im not trying to add the reaction to that im trying to add it to the message before it
Is the message before yours a command that you want to react to?
yea
In that case, message.react() would react to the command message
Because the message object would be the command message
I want it to do the message before the command message
Then why’d you say yes to it being the command message
I thought u said the message before the command emssage
All folder of my bot is on "Read only" pls help me !
(I'm using debian)
(Send me a private message)
sudo chmod -R 755 folder
assuming your are using the account that is the owner of the folder
Yes
Ofc
I dont have it now
Plus
Computer made a bunch of beeping sounds
when trying to install it
I'm in the process of learning python.. could someone help me with a project I'm practicing with?
whats the issue?
is_hungry = input("Are you hungry?: ")
is_happy = input("Are you happy?: ")
if is_hungry and not(is_happy):
print("You are hangry")
elif is_hungry and is_happy:
print("You must not be waiting on food like me.")
elif not(is_hungry) and not(is_happy):
print("If you ate you would probably be happy")
code block plz
It's not changing even if the input changes from true to false
is_hungry = input("Are you hungry?: ")
is_happy = input("Are you happy?: ")
if is_hungry and not(is_happy):
print("You are hangry")
elif is_hungry and is_happy:
print("You must not be waiting on food like me.")
elif not(is_hungry) and not(is_happy):
print("If you ate you would probably be happy")
There
```py
code```
Idk how to do that yet..
re
nou
Omg
No
That
MeME
needs
to DIE
Anyway
What is your problem @wide flicker
I know a tad bit of Py
it is
`
//py code //
oof
```py
code```
It didnt work... but if I put true or false the answer never changes.
YE
```py
code
```
Only if I change it to is_hungry= True.. can I not have the input change it?
im pretty sure not isnt a function
Sorry my pc died
But it works if I do is_hungry = True instead of asking for the input by doing is_hungry = input("Are you hungry?: ")
Not is a function I beleive. It works if I dont use input at least
not isnt a function
I'm not sure but it works with if statements at least without wanting to use user input
My main question is, if the user inputs true or false as their answer will it not change is_hungry to it. Ex. They put true for they are hungry.. will that not make is_hungry = True?
How would I grab a token from a json file in py?
im new to py development even though i started on a bot in py a long time ago but forgot how to get a token from a json file
first you import json
then you load a json file
with
json.load()
but use the open function for the file
so
json.load(open("./file.json"))
then what?
you can define this as whatever you want
so if you defined it as jsonthing
to get something do jsonthing["athing"]
you get it?
i know
So for my question... will the user input not change the True or False value of is_hungry?
i dont know python, but its possible that the value returned by "input" is not a boolean
Ayyyy Tim wassup my buddy, thank you for your help last night ❤
meaning, if you type true, python will interpret it as "true" (text/string) not true (true/false boolean)
i could be wrong tho, idk how python is typed
Ahhh I see
I'm having trouble with trying to add bold and underlines to my bot description. Is __**something**__ not correct?
it is 
It's not showing up 😦
it doesnt show in my bot description as well
in the website?
Yeah
btw its True @quartz kindle 
Ok so is there a function to change true/false boolean?
yea they do for whatever reason tim
Yea but by what a user inputs so the answer can be changed accordingly
i think you have to directly compare the input to a predefined value
if input == "true" return True
or something like that
Ok awesome I didnt even think of that type of solution
ever since I installed canvas my bot hasn't been starting up properly
I think that should work
whats the error?
Tim wassup
It no error
it is just not loading up
it is stuck on the command file that requires canvas
it won't load that one
did it install properly?
ye
because canvas requires some libs to be installed on the machine
Yea
I did
I downloaded
this thing called
GTK
and then some other thing it required
How can I throw an error on a variable statement in nodejs?
cario
Anyway
It loaded now
but
{ run: [AsyncFunction], help: { names: [ 'glitch', 'gl' ] } }
TypeError: loadImage is not a function
at Object.module.exports.run (C:\Users\User\Desktop\LoverBot v3\commands\gli
tch.js:14:19)
at process._tickCallback (internal/process/next_tick.js:68:7)
I don't understand this
I read the docs
the way I used
loadImage
is correct
At least from my understanding of the docs it is
show the file glitch.js
wait ur thing works too xd
throw 'Error2'; // generates an exception with a string value
throw 42; // generates an exception with the value 42
throw true; // generates an exception with the value true
throw new Error('Required'); // generates an error object with the message of Required```
Oh and Tim
The Steam command works
I had to mess around with it for a few
but I finally got it to work :3
How do I check
it should say in your package.json file
you're using the docs for version 2
version 1.6 doesnt have loadImage


