Luna Unit Frames - Classic Fix

Luna Unit Frames - Classic Fix

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Totem lua errors

Twiz777 opened this issue ยท 4 comments

commented

Lots of errors whenever I cast totems, heres the error report.

Message: ...e/AddOns/LunaUnitFrames/libs/oUF/elements/totems.lua:99: bad argument #1 to 'SetValue' (must be a finite number - Usage: self:SetValue(value))
Time: Wed Nov 22 21:09:11 2023
Count: 7039
Stack: ...e/AddOns/LunaUnitFrames/libs/oUF/elements/totems.lua:99: bad argument #1 to 'SetValue' (must be a finite number - Usage: self:SetValue(value))
[string "=[C]"]: in function `SetValue'
[string "@Interface/AddOns/LunaUnitFrames/libs/oUF/elements/totems.lua"]:99: in function <...e/AddOns/LunaUnitFrames/libs/oUF/elements/totems.lua:91>

Locals: (*temporary) = StatusBar {
0 =
total = 0
bg = Texture {
}
}
(*temporary) = Infinite
(*temporary) = "must be a finite number - Usage: self:SetValue(value)"

commented

Try Release 4357. It should be fixed.

commented

Got a small new problem. When I place my totems and move to max range to force them to despawn it seems to lock up the timer once I place a new totem. So as an example i'll drop all four totems, move far enough away to force them to despawn, timers go from shown to hidden because I no longer have any totems active and then once I place one totem it'll then show the three unplaced totems with a frozen timer. Sorry if im explaining this poorly, the screenshot shows what it looks like with only a fire totem placed.
image

commented

Quick fix, Turn on auto hide for totem timers.

I will work on actual fix. The game is trying to update the timer but the duration is 0 if there is no totem and the divide by zero causes error.

commented

I added another check to set the timers to 0 when the totems no longer exist so it should all work now. Release 4358