KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.Int32,ORKFramework.Group].get_Item (Int32 key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
ORKFramework.PlayerHandler.get_ActiveGroup ()
ORKFramework.GameHandler.get_ActiveGroup ()
ORKFramework.ChangeGameVariable.Change (ORKFramework.VariableHandler handler)
ORKFramework.VariableSetter.SetVariables (ORKFramework.VariableHandler handler)
ORKFramework.EquipShortcut.InitVariables ()
ORKFramework.EquipShortcut.LoadGame (ORKFramework.DataObject data)
ORKFramework.Inventory.LoadGame (ORKFramework.DataObject data)
ORKFramework.Group.LoadGame (ORKFramework.DataObject data)
ORKFramework.Group..ctor (ORKFramework.DataObject data)
ORKFramework.PlayerHandler.LoadGame (ORKFramework.DataObject data)
ORKFramework.SaveGameHandler.Loaded (ORKFramework.DataObject data)
ORKFramework.Behaviours.SceneChanger+<OnSceneLoaded2>d__27.MoveNext ()
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ORKFramework.Behaviours.SceneChanger:OnSceneLoaded()
ORKFramework.ORKCore:FireSceneLoaded()
ORKFramework.ORKCore:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.Int32,ORKFramework.Group].get_Item (Int32 key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
ORKFramework.PlayerHandler.get_ActiveGroup ()
ORKFramework.GameHandler.get_ActiveGroup ()
ORKFramework.DragHandler.Tick ()
ORKFramework.ORKCore.FireTick ()
ORKFramework.ORKHandler.Update ()
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.Int32,ORKFramework.Group].get_Item (Int32 key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
ORKFramework.PlayerHandler.get_ActiveGroup ()
ORKFramework.PlayerHandler.GetPlayer ()
ORKFramework.GameHandler.GetPlayer ()
ORKFramework.Behaviours.BaseInteraction.KeyPress ()
ORKFramework.Behaviours.BaseInteraction.Update ()
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.Int32,ORKFramework.Group].get_Item (Int32 key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
ORKFramework.PlayerHandler.get_ActiveGroup ()
ORKFramework.PlayerHandler.GetPlayer ()
ORKFramework.GameHandler.GetPlayer ()
ORKFramework.Behaviours.BaseInteraction.KeyPress ()
ORKFramework.Behaviours.BaseInteraction.Update ()
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The only thing that happens in the game's start event is a Join Active Group Event for my three test characters followed by a Lock Battle Member event, and lastly a Join Battle Group event for a 4th (but none field group participant) member.
There was one time I had attempted to make a new party change Event which involved re-assigning current members from group I.D. 0 to group I.D. 1.
That event only works under an interaction condition.
So as soon as I begin the game, there should not be any events that affect the original Active Player Group ID.
Otherwise, is there a way to check this?
I see a Set Start Group option in the New Game Settings.
So Perhaps It might help for me to explicitly define the group via a Combatant group?
Just a thought. Otherwise, I'm actually interested to know how the Default Active Group is determined in ORK.
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Let me know if you need anything else that might help better. Thanks Gil!
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