Lua error when opening Storyline from quest log
Ellypse opened this issue ยท 0 comments
Message: Interface\AddOns\Storyline\logic.lua:217: attempt to index local 'eventInfo' (a nil value)
Time: Thu Jul 26 00:24:11 2018
Count: 1
Stack: Interface\AddOns\Storyline\logic.lua:217: attempt to index local 'eventInfo' (a nil value)
Interface\AddOns\Storyline\logic.lua:217: in function <Interface\AddOns\Storyline\logic.lua:198>
Interface\AddOns\Storyline\events.lua:850: in function <Interface\AddOns\Storyline\events.lua:848>
Locals: targetType = "none"
fullText = "I have halted our march until I received word that we were ready to divert.
What comes next will be a coordinated, synchronized attack on key outposts in Ashenvale. If we act quickly, we will destroy the kaldorei's defenses and clear a path all the way to Darkshore.
Stormwind will surely send reinforcements to stop us. We have to conquer Teldrassil before they arrive.
I will divert the troops. Meet with our operative, Lorash, outside Astranaar for further instruction."
event = "REPLAY"
eventInfo = nil
guid = "Uniq-WOWGUID_SCRIPT_TARGET_NONE"
type = "Uniq"
zero = "WOWGUID_SCRIPT_TARGET_NONE"
server_id = nil
instance_id = nil
zone_uid = nil
npc_id = nil
spawn_uid = nil
targetName = "Unknown"
(*temporary) = "Unknown"
(*temporary) = "Unknown"
(*temporary) = 7
(*temporary) = <table> {
}
(*temporary) = nil
(*temporary) = <function> defined =[C]:-1
(*temporary) = <table> {
}
(*temporary) = 0
(*temporary) = nil
(*temporary) = nil
(*temporary) = 0
(*temporary) = 1
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index local 'eventInfo' (a nil value)"
mainFrame = Storyline_NPCFrame {
0 = <userdata>
TopBorder = <unnamed> {
}
debug = Storyline_NPCFrameDebug {
}
BorderBottomLeft = <unnamed> {
}
BorderTopRight = <unnamed> {
}
BorderLeft = <unnamed> {
}
banner = Storyline_NPCFrameBanner {
}
chat = Storyline_NPCFrameChat {
}
models = Storyline_NPCFrameModels {
}
title = Storyline_NPCFrameTitle {
}
BottomBorder = <unnamed> {
}
BorderRight = <unnamed> {
}
BorderBottomRight = <unnamed> {
}
BorderTopLeft = <unnamed> {
}
}
UnitGUID = <function> defined =[C]:-1
strsplit = <function> defined =[C]:-1
tContains = <function> defined @Interface\SharedXML\Util.lua:156
Storyline_NPC_BLACKLIST = <table> {
1 = "94399"
}
UnitName = <function> defined =[C]:-1
playerModel = Storyline_NPCFrameModelsMe {
OnModelLoaded = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:35
SetModelFacing = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:219
scroll = <unnamed> {
}
ResetIdleAnimationID = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:56
SetModelUnit = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:68
SetModelFeet = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:225
SetModelHeight = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:213
SetModelOffset = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:231
modelLoadedPromise = <table> {
}
offset = 0.215
debug = Storyline_NPCFrameDebugSequenceMe {
}
OnAnimFinished = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:185
AnimateScalingValuesIn = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:237
PlayAnimation = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:110
displayedModel = 1509765
animationStartedTime = 0
currentAnimation = 0
boundSetModelHeight = <function> defined @Interface\AddOns\Storyline\lib\Ellyb\Tools\Functions.lua:21
isPlayingAnimationSequence = false
isModelDisplayedOnLeft = true
SetCustomIdleAnimationID = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:50
sequence = <table> {
}
scale = 1.45
SetScalingValuesIn = <function> defined @Interface\AddOns\Storyline\PlayerModelMixin.lua:244
facing = 0.75
animationTries = 0
animTab = <table> {
}
isPlayingIntersticeAnimation = true
Note: I thought opening Storyline from the quest log was no longer possible following some changes in Blizzard's UI, but never actually went to remove the buttons from the UI and the code. It might be a solution to remove the button to open Storyline from the quest log rather than properly re-implement this feature entirely.