GSE: Sequences, Variables, Macros

GSE: Sequences, Variables, Macros

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[BUG] New Actionbar Override fails after save on updating icon when first node doesnt have a spell attribute

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commented

๐Ÿ”ต Describe the bug:

1x GSE/API/Storage.lua:530: attempt to index local 'executionseq' (a nil value)
[GSE/API/Storage.lua]:530: in function 'UpdateIcon'
[GSE_GUI/Editor.lua]:3292: in function <GSE_GUI/Editor.lua:3263>
[C]: ?
[Atlas/Libs/AceGUI-3.0-41/AceGUI-3.0.lua]:66: in function <Atlas/Libs/AceGUI-3.0/AceGUI-3.0.lua:64>
[Atlas/Libs/AceGUI-3.0-41/AceGUI-3.0.lua]:300: in function 'Fire'
[Atlas/Libs/AceGUI-3.0-41/widgets/AceGUIWidget-Button.lua]:22: in function <...tlas/Libs/AceGUI-3.0/widgets/AceGUIWidget-Button.lua:19>

Locals:
self = ActionButton2 {
 HotKey = ActionButton2HotKey {
 }
 action = 86
 NewActionTexture = Texture {
 }
 flashing = 0
 __normalTextureFile = 0
 NormalTexture = ActionButton2NormalTexture {
 }
 Border = ActionButton2Border {
 }
 Flash = ActionButton2Flash {
 }
 flashtime = 0
 FlyoutBorderShadow = ActionButton2FlyoutBorderShadow {
 }
 icon = ActionButton2Icon {
 }
 AutoCastable = Texture {
 }
 SpellHighlightAnim = AnimationGroup {
 }
 __styled = true
 feedback_action = 86
 SpellHighlightTexture = Texture {
 }
 Name = ActionButton2Name {
 }
 FlyoutBorder = ActionButton2FlyoutBorder {
 }
 AutoCastShine = ActionButton2Shine {
 }
 __bg = Frame {
 }
 Count = ActionButton2Count {
 }
 FlyoutArrow = ActionButton2FlyoutArrow {
 }
 cooldown = ActionButton2Cooldown {
 }
 zoneAbilityDisabled = false
}
reseticon = nil
step = 1
gsebutton = "ActionButton2"
mods = nil
executionseq = nil
(*temporary) = "ActionButton2"
(*temporary) = 1
(*temporary) = true
(*temporary) = true
(*temporary) = true
(*temporary) = true
(*temporary) = 1
(*temporary) = true
(*temporary) = nil
(*temporary) = true
(*temporary) = 1
(*temporary) = "ActionButton2 1"
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index local 'executionseq' (a nil value)"
GSE = <table> {
 modules = <table> {
 }
 MediaPath = "Interface\Addons\GSE\Media"
 inArena = false
 SpecIDClassList = <table> {
 }
 inDungeon = false
 UsedSequences = <table> {
 }
 UnsavedOptions = <table> {
 }
 TranslatorAvailable = true
 TranslatorLanguageTables = <table> {
 }
 name = "GSE"
 GUIImportFrame = <table> {
 }
 PrintAvailable = true
 L = <table> {
 }
 defaultModuleState = true
 GameMode = 1
 Utils = true
 ProfileStop = 135553307.942000
 AdditionalLanguagesAvailable = false
 inHeroic = false
 GUICompressFrame = <table> {
 }
 GUICacheFrame = <table> {
 }
 currentZone = "Stormwind City"
 WagoAnalytics = <table> {
 }
 inRaid = false
 BooleanVariables = <table> {
 }
 OutputQueue = <table> {
 }
 CurrentGCD = 1.500000
 DebugOutput = ""
 Static = <table> {
 }
 PVPFlag = false
 inMythicPlus = false
 inParty = false
 Library = <table> {
 }
 RecorderActive = false
 inScenario = false
 VersionString = "3.2.00-development"
 inMythic = false
 MenuFrame = GSEMenuFrame {
 }
 GUIExportframe = <table> {
 }
 SequenceDebugOutput = ""
 OOCQueue = <table> {
 }
 GUIRecordFrame = <table> {
 }
 GUIDebugFrame = <table> {
 }
 inTimeWalking = false
 enabledState = true
 OOCTimer = <table> {
 }
 LDB = true
 GCDLDB = <table> {
 }
 Developer = true
 defaultModuleLibraries = <table> {
 }
 ButtonOverrides = <table> {
 }
 StandardAddInPacks = <table> {
 }
 GUI = <table> {
 }
 orderedModules = <table> {
 }
 baseName = "GSE"
 PlayerEntered = true
 VersionNumber = 3200
 V = <table> {
 }
 SequencesExec = <table> {
 }
 Pause = <table> {
 }
}
Statics = <table> {
 StringFormatEscapes = <table> {
 }
 ReversePriority = "ReversePriority"
 CastCmds = <table> {
 }
 TranslationShadow = "SHADOW"
 QuestionMarkIconID = 134400
 IndentationColorTable = <table> {
 }
 CommPrefix = "GSE"
 Priority = "Priority"
 TranslationHash = "HASH"
 SpecIDClassList = <table> {
 }
 VARIABLE_UPDATED = "GSE_VARIABLE_UPDATED"
 SEQUENCE_UPDATED = "GSE_SEQUENCE_UPDATED"
 CoreLoadedMessage = "GS-CoreLoaded"
 MacroResetSkeleton = "if %s then
	self:SetAttribute('step', 1)
	print("|cFFFFFFFFGS|r|cFF00FFFFE|r Resetting " .. self:GetAttribute("name") .. " to step 1.")
end
"
 SpecIDHashList = <table> {
 }
 GSEString = "|cFFFFFFFFGS|r|cFF00FFFFE|r"
 StringReset = "|r"
 Patrons = <table> {
 }
 CleanStrings = <table> {
 }
 Class = "Class"
 ReloadMessage = "Reload"
 COLLECTION_IMPORTED = "GSE_COLLECTION_IMPORTED"
 MACRO_UPDATED = "GSE_MACRO_UPDATED"
 DebugModules = <table> {
 }
 MacroCommands = <table> {
 }
 SourceLocal = "Local"
 TranslatorMode = <table> {
 }
 Sequential = "Sequential"
 Random = "Random"
 GSE3OnClick = "local step = self:GetAttribute('step')
step = tonumber(step)
self:SetAttribute('macrotext', macros[step] )
step = step % #macros + 1
if not step or not macros[step] then -- User attempted to write a step method that doesn't work, reset to 1
	print('|cffff

Caused by no step attribute