Hi newold3 ! I hope you're doing well x) I first wanna thank you for creating this plugin.
I wanted to try it but i found a problem and i hope you can help me solving it.
When i followed the same steps you said (Adding the folder "addons" to the project folder, letting godot import the files..), I had a problem when trying to enable the plugin in the settings. It keeps showing a message saying :"Unable to load addon script from path: « res://addons/Dialog/plugin.gd » There seems to be an error in the code, please check the syntax"
I also tried to oppen the scene called "DialogEditor.tscn" but it doesn't work as well. It automatically redirects me to an error in the code in a script called "custom_dialogue_node.gd" specifically in the line 254 where there's something about emitting signals.
Maybe that error is what's stopping the plugin to be enabled in the project settings.
Thanks a lot again for this amazing tool. I'm really looking forward to try it ! ^^
hello, I downloaded the latest version (1.1d), I created a new project (my version of Godot is 3.2.3), I put the folder of "addons" in the folder where this new project is saved, and everything works fine, I do not give any error. The script in "custom_dialogue_node.gd" is fine, has no error. Maybe you have to open godot with administrator privileges since my plugin needs to write and read files from the hard drive
Aah I updated to the 3.2.3 version for godot as you said and it's working fine now! Apparently the old 3.2.1 version that I was using is what was causing the problem. Thanks a lot my friend I really appreciate it !
Dialog.lang_data is a dictionary with keys: "characters", "dialogs", "langs", "default_lang", "message_config", "signals", "terms", "variables", "editor_config"
You can get or set a variable or term from code. Useful to change a players/npcs name, set custom names, give gold, etc.
I reviewed your project and saw where you were wrong.
You have put the root folder for the graphics in the path "res://Graphics/UI". The dialog tries to find the image in that path ("res://Graphics/UI/image_path") but in your case, in "res://Graphics/UI/" the image doesn't exist because it is in "res://Graphics/"
The editor will always try to move the files you use to their correct folders but sometimes it can fail especially when the files are in subfolders within the folders you have defined in the settings
Anyway throughout today or tomorrow I'll try to upload a new version that accepts subfolders and correct a bug I found testing your project that makes a command duplicate when you try to edit it with dobleclick
I use that version and it works fine. You can also try to open the scene called DialogEditor.tscn and try to run it. Anyway I recommend you not to open it from tools, because in case there is any error it does not show and/or closes without marking the error. Tell me if it works opening the scene
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Can't seem to change the answer's box texture, it reverts back to the default during runtime
Thank you for the notice. I have already uploaded a new version with the bug fixed.
Ya deserve an award for your super sonic speed, thanks!
I think this bug is back in 1.1h
also name box sizing does not work
Is it working on your end? Thanks.
Hi newold3 ! I hope you're doing well x) I first wanna thank you for creating this plugin.
I wanted to try it but i found a problem and i hope you can help me solving it.
When i followed the same steps you said (Adding the folder "addons" to the project folder, letting godot import the files..), I had a problem when trying to enable the plugin in the settings. It keeps showing a message saying :"Unable to load addon script from path: « res://addons/Dialog/plugin.gd » There seems to be an error in the code, please check the syntax"
I also tried to oppen the scene called "DialogEditor.tscn" but it doesn't work as well. It automatically redirects me to an error in the code in a script called "custom_dialogue_node.gd" specifically in the line 254 where there's something about emitting signals.
Maybe that error is what's stopping the plugin to be enabled in the project settings.
Thanks a lot again for this amazing tool. I'm really looking forward to try it ! ^^
hello, I downloaded the latest version (1.1d), I created a new project (my version of Godot is 3.2.3), I put the folder of "addons" in the folder where this new project is saved, and everything works fine, I do not give any error. The script in "custom_dialogue_node.gd" is fine, has no error. Maybe you have to open godot with administrator privileges since my plugin needs to write and read files from the hard drive
Aah I updated to the 3.2.3 version for godot as you said and it's working fine now! Apparently the old 3.2.1 version that I was using is what was causing the problem. Thanks a lot my friend I really appreciate it !
Man this is awesome! Good job
thanks!
Ways to get/set dialog data
Dialog.lang_data is a dictionary with keys: "characters", "dialogs", "langs", "default_lang", "message_config", "signals", "terms", "variables", "editor_config"
You can get or set a variable or term from code. Useful to change a players/npcs name, set custom names, give gold, etc.
Dialog.lang_data.characters[0].name = NewName
The second to last button's tooltip in the text editor is mislabeled, it should read "Show a Character's Name".
When trying to emb an image in the text I get:
Invalid get index 'size' (on base: 'Dictionary'). Did you mean '.size()' or funcref(obj, "size") ?
Thank you for the notice. I have uploaded a new version with fixed bugs and added a new command to the advanced text editor
Running into get_data() null issues when adding a character sprite full or face.
I zipped my current project in case it helps. No rush, everything else works fine.
https://files.catbox.moe/1oozri.zip
I reviewed your project and saw where you were wrong.
You have put the root folder for the graphics in the path "res://Graphics/UI". The dialog tries to find the image in that path ("res://Graphics/UI/image_path") but in your case, in "res://Graphics/UI/" the image doesn't exist because it is in "res://Graphics/"
The editor will always try to move the files you use to their correct folders but sometimes it can fail especially when the files are in subfolders within the folders you have defined in the settings
Anyway throughout today or tomorrow I'll try to upload a new version that accepts subfolders and correct a bug I found testing your project that makes a command duplicate when you try to edit it with dobleclick
Hey!
Using a fresh project in 3.2.3 Stable 64 bit
When trying to open the Dialogue Editor from tools, it pops up a window Edit Dialogue(Debug) then closes. No error messages or anything. Thanks.
I use that version and it works fine. You can also try to open the scene called DialogEditor.tscn and try to run it. Anyway I recommend you not to open it from tools, because in case there is any error it does not show and/or closes without marking the error. Tell me if it works opening the scene
Thanks for the Quick Reply! The scene itself actually works with no errors so far! Thanks a ton!