Hi Semiar,
this is very useful and your help is very appreciated.
RelevantMember is called (as you said) further down the script in the following function :
Code:
local function _LogParser(timeStamp, subEvent, hideCaster, sourceGUID, sourceName, sourceFlag, sourceRaidFlag, targetGUID, targetName, targetFlag, targetRaidFlag, …)
local arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12 = …
arg4, if i'm correct relates to the sourceGUID. which, if i'm correct guardians do not have and would correlate to the behavior that i'm seeing :
as soon as a Lock gets his Imp procs the error pops.
for example the part around line 2776 :
Code:
if _RelevantMember(sourceFlag) then
if sourceGUID ~= targetGUID then
if _RelevantMember(targetFlag) then
if sourceName then
_CheckEntity("Damage", "Friendly", sourceGUID, sourceName)
_AddEntry("Damage", "Friendly", nil, "Player", subEvent, sourceGUID, targetName, arg1, arg2, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12)
end
_CheckEntity("Death", nil, targetGUID, targetName)
_AddEntry("Death", "Damage", nil, "Player", subEvent, targetGUID, sourceName, arg1, arg2, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12)
_CheckEntity("Damage", "Taken", targetGUID, targetName)
_AddEntry("Damage", "Taken", nil, "Player", subEvent, targetGUID, sourceName, arg1, arg2, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12)
return
elseif subEvent ~= "DAMAGE_SPLIT" then
_CheckEntity("Damage", "Done", sourceGUID, sourceName)
_AddEntry("Damage", "Done", nil, "Player", subEvent, sourceGUID, targetName, arg1, arg2, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12)
return
end
end
end