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I did everything like the instructions said, but no matter what the version without gdscript doesn't work. It is correctly put in the assets folder at the root folder of my project and is also true for the database folder. I'm using Godot 3.4 Mono.

Whenever I get an error it just says "Unable to load addon script from path: 'res://addons/rpg_database/database.cs'. This might be due to a code error in that script.

Disabling the addon at 'res://addons/rpg_database/plugin.cfg' to prevent further errors." and it won't tell me what's wrong with the plugin, no stacktrace, no vague error code, just literally nothing.

Do you know what's the problem?

Nice but wish gdscript version is also available.

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I'm planning on doing a gdscript version. Since everything is done, porting shoud be easy.

Look Nice, i follow and realize all the instructions but when i press the button above the inspector (Play F5), i must choose a scene (Base.tscn) and the screen is empty and no message error.

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After enabling the addon in the project settings, there should be a button at the top-right of the screen labeled "Database". Press it. You don't need to play or press f5

Sorry but i don't see this "NES" Button for loading database

Weird, I can get it to work on my end. I see there are errors with the debugger. Can you take a screenshot with the debugger's error tab active?

Hello, can you do something for me? If you know how to use godot, can you go to the scripts folders for the addon (res://addons/rpg_databases_gd/Scripts) and open the character.gd script file? (this is inside the godot editor). Then, comment the lines 106 and 107. They should say:

else:

$ClassLabel/ClassText.set_item_text(i, class_data["name"])

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It seems ok ?


Please, comment or delete those lines (106 and 107). It's to test if you can enable the addon.