GSE: Sequences, Variables, Macros

GSE: Sequences, Variables, Macros

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[ENH]

seether5 opened this issue · 3 comments

commented

🟢 How does GSE currently work

I am in arms spec and i have a fury macro in GSE. This will throw an error because a certain spell i use in the fury macro isnt available in arms spec.

🟢 Describe the solution you'd like

Just add an option to disable the error text (this should be possible individually for each macro.
🟢 Describe alternatives you've considered

None, there is no way without breaking the addon at this point. At least for me editing the lua file did break the addon.

🟢 Additional context

code which i am talking about is located in:

GSE --> API --> Storage.lua

Screenshot_1

--- Build GSE3 Executable Buttons
function GSE.CreateGSE3Button(macro, name, combatReset)
local status, err = pcall(PCallCreateGSE3Button, macro, name, combatReset)
if err or not status then
GSE.Print(
string.format(
"%s " ..
L["was unable to be programmed. This macro will not fire until errors in the macro are corrected."],
name
),
"BROKEN MACRO"
) end

commented

I need to see what is occurring. Can you please give me the export for the macro? This particular error occurs when there is a conflict with another object from within your UI. The solution may be to change the name of the macro from “FURY” to something less generic.

commented

This error doesn’t usually trigger from a talent being missing. GSE ignores that so if it’s not the name being in conflict I need to actually see what is occurring.

commented

Closing this out at the rename solved the issue.