Hi.
Thanks again for answering my questions.

when I open the status upgrade menu screen I get the following error message.
What could be the cause?

NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.ShowUpgrades () (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.Show () (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.Show (GamingIsLove.ORKFramework.UI.MenuScreen s) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.FinishOpening () (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.Show (System.Boolean fromOtherScreen) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.Show (GamingIsLove.Makinom.Schematics.ISchematicStarter starter) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.CallMenuScreen (GamingIsLove.Makinom.Schematics.Schematic schematic, GamingIsLove.ORKFramework.UI.MenuScreen screen) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
GamingIsLove.Makinom.Schematics.Nodes.RemoveImageNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at :0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
GamingIsLove.Makinom.Schematics.Nodes.CloseAllDialoguesNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at :0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
GamingIsLove.Makinom.Schematics.Nodes.ChangeVariablesNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at :0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
GamingIsLove.Makinom.UI.DialogueControl+Runtime.BoxClosed (GamingIsLove.Makinom.UI.IUIBox origin) (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.DoClosed () (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
GamingIsLove.Makinom.Components.UIBoxComponent.Closed () (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
GamingIsLove.Makinom.UI.UIStateChange.Use (GamingIsLove.Makinom.BaseWaitForAnim waitForAnim, GamingIsLove.Makinom.Notify callback, System.Boolean wait) (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
GamingIsLove.Makinom.Components.UIBoxComponent.DoClose () (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
GamingIsLove.Makinom.Schematics.Schematic.EndSetup () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.EndSchematic () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
GamingIsLove.Makinom.Schematics.Schematic.Tick () (at :0)
GamingIsLove.Makinom.MachineHandler+MachineUpdate.Tick () (at :0)
GamingIsLove.Makinom.Maki.FireTick () (at :0)
GamingIsLove.Makinom.MakinomHandler.Update () (at :0)



NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.ChangeCombatant (GamingIsLove.ORKFramework.Combatant old) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.UI.MenuScreen.set_Combatant (GamingIsLove.ORKFramework.Combatant value) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.MenuHandler.Clear () (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.ORKFramework.ORK.Clear () (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
GamingIsLove.Makinom.Maki.Clear (System.Boolean control, System.Boolean initVariables, System.Boolean clearVariables) (at :0)
GamingIsLove.Makinom.Editor.MakinomStartupTool.PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at :0)
UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at :0)
  • Make sure your menu screen is set up correctly, e.g. all UI boxes are selected, inputs are set up, etc.

    The 2nd error hints at an issue with there being no menu user. Is a player already set up when you call this menu screen? Or do you have some settings in the menu screen's Combatant Settings that could lead to not having a user (e.g. all members are dead and requiring an alive user).
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  • Thank you!
    I was able to avoid the error by checking “show title”.

    By the way, if i want to set a cost for status distribution, i need to use status upgrade instead of status distribution, right?
    In that case, which type of input would be ideal to use for the custom input prefub?
    (I want to display the name of the status to be upgraded and the cost as well as the current value, etc.)

    I am not familiar with status upgrades, so sorry if this is a strange question.
  • The Status Value Distribution menu part defines what's used as points and how much a point can give for each stat directly in the menu.

    For other ways, you'll need to either use status upgrades in status developments or research trees. They're not compatible with the distribution menu, though.
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  • OK, thanks a lot!
    I'll try Status upgrades, and i'm interasted in research trees. I'll study it.
  • Can I continue my question here?

    Is there a way to show the maximum cost on the status value upgrade menu screen?

    e.g. (usecostvalue)10 / 100 (maxvalue)
  • edited December 5
    The level up cost is displayed based on the Use Cost Display settings in UI > Text Display Settings. You can add the maximum (i.e. currently available value) there.

    However, this is also used by other use cost displays, e.g. ability use costs.

    An alternative would be to use HUD elements as part of your content layout. The new HUD Cost List Component can be used to list each cost as an individual HUD element/prefab. This was added in the latest update ORK 3.19
    Post edited by gamingislove on
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • I did it!
    Thank you very much!
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