
[BUG] New Actionbar Override fails after save on updating icon when first node doesnt have a spell attribute
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๐ต 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