Hello,
I'm currently having issue where overtime damage kills give me the following errors. It doesn't happen all the time but it does happen.
https://1drv.ms/i/s!AtneEP9h5F1tnpAji5EnPnzFvf0C3A?e=G8rGLeIt happens specifically when an ally or enemy combatant dies to overtime damage.
If I unpause the editor the game continues but nothing happens (UI's do not show up, I can't leave battle, can't end turn, but the music and character's idle animation does continue.
EP
NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.StatusValueModifierChange.GetAttackModifiers (GamingIsLove.ORKFramework.Combatant user) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.StatusValueModifierChange.GetChange (System.Single& change, GamingIsLove.ORKFramework.Combatant user, GamingIsLove.ORKFramework.Combatant target, GamingIsLove.ORKFramework.StatusValueChangeSource source, System.Boolean isUse) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType+StatusValueInstance.GetChange (GamingIsLove.ORKFramework.Combatant user, GamingIsLove.ORKFramework.Combatant target, GamingIsLove.ORKFramework.StatusValueChangeSource source, GamingIsLove.Makinom.DataCall call) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType+StatusValueInstance.DoChange (GamingIsLove.ORKFramework.Combatant user, GamingIsLove.ORKFramework.Combatant target, GamingIsLove.Makinom.DataCall call) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType+StatusValueInstance.UseChange () (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.StatusEffect.RemoveEffect (System.Boolean force, System.Boolean showFlyingText, System.Boolean showConsole, GamingIsLove.ORKFramework.EffectRemoveOrigin removeOrigin) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.StatusEffect.DurationEnd () (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.Combatants.CombatantEffects.CheckBattleTurn (System.Boolean turnStart) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.Battle.set_Turn (System.Int32 value) (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.ORKFramework.TurnBasedBattleSystem.TurnEndSchematicFinished () (at <22de20ee71bb4696a542f8a95d473e50>:0)
GamingIsLove.Makinom.Schematics.Schematic.EndSetup () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.EndSchematic () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Nodes.StartGlobalMachineNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Nodes.ChangeVariablesNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Nodes.ChangeVariablesNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Nodes.ChangeVariablesNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Schematics.Schematic.Tick () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.MachineHandler+MachineUpdate.Tick () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.Maki.FireTick () (at <86222f3acd474e19857d11c39ee829cd>:0)
GamingIsLove.Makinom.MakinomHandler.Update () (at <86222f3acd474e19857d11c39ee829cd>:0)
I'll probably need a Unity test project with your setup to investigate.
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I've send the project to your E-mail.
The Unity version is 2021.3.37f1
EP
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
EP
Usually not an issue, but in this case this happened instantly, a simple wait time before doing this (e.g. via Wait node, even with 0 second wait to continue next frame) will solve this.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!