Player frames not showing unless targeting something and not a single frame can be moved (following error:)
illililli opened this issue ยท 2 comments
Date: 2018-09-29 05:15:22
ID: 3
Error occured in: Global
Count: 1
Message: ..\FrameXML\TargetFrame.lua line 1112:
Frame TargetFrame is not movable
Debug:
[C]: StartMoving()
..\FrameXML\TargetFrame.lua:1112:
..\FrameXML\TargetFrame.lua:1111
Locals:
(*temporary) = TargetFrame {
0 =
debuffs = TargetFrameDebuffs {
}
portrait = TargetFramePortrait {
}
showThreat = true
raidTargetIcon = TargetFrameTextureFrameRaidTargetIcon {
}
highLevelTexture = TargetFrameTextureFrameHighLevelTexture {
}
healAbsorbBarRightShadow = TargetFrameHealAbsorbBarRightShadow {
}
healAbsorbBarLeftShadow = TargetFrameHealAbsorbBarLeftShadow {
}
totalAbsorbBarOverlay = TargetFrameTotalAbsorbBarOverlay {
}
petBattleIcon = TargetFrameTextureFramePetBattleIcon {
}
prestigePortrait = TargetFrameTextureFramePrestigePortrait {
}
showAuraCount = true
showLeader = true
healthbar = TargetFrameHealthBar {
}
pvpIcon = TargetFrameTextureFramePVPIcon {
}
buffsOnTop = true
questIcon = TargetFrameTextureFrameQuestIcon {
}
deadText = TargetFrameTextureFrameDeadText {
}
myHealPredictionBar = TargetFrameMyHealPredictionBar {
}
noTextPrefix = true
elapsed = 0.45300001464784
buffs = TargetFrameBuffs {
}
nameBackground = TargetFrameNameBackground {
}
showLevel = true
levelText = TargetFrameTextureFrameLevelText {
}
spellbarAnchor = TargetFrameBuff6 {
}
leaderIcon = TargetFrameTextureFrameLeaderIcon {
}
healAbsorbBar = TargetFrameHealAbsorbBar {
}
totFrame = TargetFrameToT {
}
statusSign = -1
unit = "target"
showPVP = true
auraRows = 2
spellbar = TargetFrameSpellBar {
}
borderTexture = TargetFrameTextureFrameTexture {
}
totalAbsorbBar = TargetFrameTotalAbsorbBar {
}
showPortrait = true
TOT_AURA_ROW_WIDTH = 101
threatIndicator = TargetFrameFlash {
}
showClassification = true
statusCounter = 0
unconsciousText = TargetFrameTextureFrameUnconsciousText {
}
overHealAbsorbGlow = TargetFrameTextureFrameOverHealAbsorbGlow {
}
manabar = TargetFrameManaBar {
}
overAbsorbGlow = TargetFrameTextureFrameOverAbsorbGlow {
}
unitHPPercent = 1
OnEvent = defined @interface\FrameXML\TargetFrame.lua:155
prestigeBadge = TargetFrameTextureFramePrestigeBadge {
}
threatNumericIndicator = TargetFrameNumericalThreat {
}
menu = defined @interface\FrameXML\TargetFrame.lua:101
powerBarAlt = TargetFramePowerBarAlt {
}
textureFrame = TargetFrameTextureFrame {
}
name = TargetFrameTextureFrameName {
}
otherHealPredictionBar = TargetFrameOtherHealPredictionBar {
}
Background = TargetFrameBackground {
}
}
AddOns:
Swatter, v8.0.6162 (SwimmingSeadragon)
BadBoy, vv8.0.7
Bagnon, v8.0.6
BlizzMove, vv1.8
Chatter, v1.5.8
DBMStatusBarTimers, v
ErrorMonster, vv8.0.2
GTFO, v4.46.9
ImprovedBlizzardUI, v2.3.6
SexyMap, vv8.0.8
Stubby, v8.0.6161 (SwimmingSeadragon)
TipTacItemRef, v18.08.12
TipTacTalents, v18.07.30
BlizRuntimeLib_enUS v8.0.1.80000
(ck=169)
I fixed this issue in my personal fork of this addon, see below images -
Player.lua, Target.lua , Focus.lua
(note: that commented out a couple of the positional lines and this corrected the unlock/moved frame window and the position stays on /reload)
Yep this is technically a "fix" for the issue of moving frames but obviously it's how I originally set the position and keep it a constant so not being moveable is intended.
With regards to the Player frame hiding, this occurs when out of combat and at max health. A config option is available for this.