When I attach the Inventory Master Lua script on the Dialogue Manager in my own scene and set an NPC dialogue node with the following condition: PlayerHasItem("Normerica Lens") == true
I receive this error as the dialogue starts when scene starts:
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Dialogue System: Lua code 'return PlayerHasItem("Normerica Lens") == true' threw exception 'Exception has been thrown by the target of an invocation.'
UnityEngine.Debug:Lo.DialogueSystem.ConversationModel:EvaluateLinksAtPriority(ConditionPriority, DialogueEntry, List`1, List`1, List`1, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:EvaluateLinks(DialogueEntry, List`1, List`1, List`1, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:.ctor(DialogueDatabase, String, Transform, Transform, Boolean, IsDialogueEntryValidDelegate, Int32, Boolean, Boolean)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation(String, Transform, Transform)
PixelCrushers.DialogueSystem.ConversationStarter:StartConversation(Transform)
PixelCrushers.DialogueSystem.ConversationStarter:TryStartConversation(Transform, Transform)
PixelCrushers.DialogueSystem.ConversationStarter:TryStartConversation(Transform)
PixelCrushers.DialogueSystem.<StartConversationAfterOneFrame>c__Iterator19:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)gError(Object)
PixelCrushers.DialogueSystem.Lua:RunRaw(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:IsTrue(String, Boolean, Boolean)
PixelCrushers
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PixelCrushers.DialogueSystem.ConversationTrigger:OnUse(Transform)
UnityEngine.GameObject:BroadcastMessage(String, Object, SendMessageOptions)
PixelCrushers.DialogueSystem.ProximitySelector:Update() (at Assets/Dialogue System/Scripts/Supplemental/Utility/ProximitySelector.cs:173)
If I change my item name which is already set in the item database in Inventory Master, and replace it with one that already exists in the database, I still get the same error.
Just in case this matters, I'm using the Proximity Selector on my character to detect NPC's when facing them. This does not occur at all when I'm in the example scene that you made for the IM asset.
Might I be missing a component or setting a parameter wrong somewhere?