I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this. Pallegina called the last three or so Fampyrs (and herself, obviously).
My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though.
NullReferenceException
at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()
at GameUtilities.FindParentWithComponent[CharacterStats] (UnityEngine.GameObject child) [0x00000] in <filename unknown>:0
at StatusEffect.Create (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0
at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0
at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear) [0x00000] in <filename unknown>:0
at StatusEffect.WhenHit (UnityEngine.GameObject attacker, UnityEngine.GameObject enemy, .DamageInfo damage) [0x00000] in <filename unknown>:0
at CharacterStats.TriggerWhenHit (UnityEngine.GameObject attacker, .DamageInfo damage) [0x00000] in <filename unknown>:0
at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0
at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0
at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0
at AttackAOE.OnImpact (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0
at AttackPulsedAOE.Pulse (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0
at Projectile.Update () [0x00000] in <filename unknown>:0
Question
lantzk
I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this. Pallegina called the last three or so Fampyrs (and herself, obviously).
My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though.
output_log.txt
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