NullReferenceException: Object reference not set to an instance of an objectThis issue happened on two different machines independently following the tutorial, with the Unity version 2017.2
ORKFramework.ValueChange.GetModifiedChange (Single change, ORKFramework.Combatant user, ORKFramework.Combatant target, Single damageFactor, Single damageMultiplier)
ORKFramework.ValueChange.GetChange (ORKFramework.Combatant user, ORKFramework.Combatant target, Single damageFactor, Single damageMultiplier, ORKFramework.VariableHandler localVariables, ORKFramework.SelectedDataHandler selectedData)
ORKFramework.StatusChange.CanUse (ORKFramework.Combatant user, ORKFramework.VariableHandler localVariables, ORKFramework.SelectedDataHandler selectedData)
ORKFramework.ActiveAbility.CanUse (ORKFramework.Combatant user, Boolean checkTime, Boolean checkUseCosts, Int32 realID, AbilityActionType actionType, ORKFramework.VariableHandler localVariables, ORKFramework.SelectedDataHandler selectedData)
ORKFramework.Ability.CanUse (ORKFramework.Combatant user, Boolean checkTime, Boolean checkUseCosts, Int32 lvl, AbilityActionType actionType, ORKFramework.VariableHandler localVariables, ORKFramework.SelectedDataHandler selectedData)
ORKFramework.AbilityShortcut.CanUse (ORKFramework.Combatant c, Boolean checkTime, Boolean checkUseCosts)
ORKFramework.BaseAction.CreateAbility (ORKFramework.Combatant user, ORKFramework.AbilityShortcut ability, Int32 lvl)
ORKFramework.AI.Steps.AbilityStep.Execute (System.Int32& currentStep, ORKFramework.Combatant user, System.Collections.Generic.List`1 allies, System.Collections.Generic.List`1 enemies, System.Collections.Generic.List`1 foundTargets)
ORKFramework.AI.BattleAI.GetAction (ORKFramework.Combatant user, System.Collections.Generic.List`1 allies, System.Collections.Generic.List`1 enemies)
ORKFramework.AI.BattleAISelection.GetAction (ORKFramework.Combatant user, System.Collections.Generic.List`1 allies, System.Collections.Generic.List`1 enemies)
ORKFramework.AI.CombatantAI.GetAction (System.Collections.Generic.List`1 allies, System.Collections.Generic.List`1 enemies)
ORKFramework.CombatantActions.Choose (Boolean newTurn, Boolean autoCallMenu)
ORKFramework.TurnBasedBattle+d__74.MoveNext ()
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
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In the meantime, you have to enalbe Use Attribute Changes in all Value Change settings of your abilities and items (e.g. in the Base Attack ability you'll have to do this in the target changes and critical target changes).
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If you don't mind me poking you again, is it possible to switch the player combatant from combatant A to combatant B through an event? I'm trying to have a different player model once I enter combat and then go back to the original one once combat is over.
Thanks again.
Check out the Conditional Prefabs in the combatant's settings for that :)
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