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)
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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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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.
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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I'll try Status upgrades, and i'm interasted in research trees. I'll study it.
Is there a way to show the maximum cost on the status value upgrade menu screen?
e.g. (usecostvalue)10 / 100 (maxvalue)
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
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Thank you very much!