View Single Post
12-13-23, 11:54 PM   #4
Fizzlemizz
I did that?
 
Fizzlemizz's Avatar
Premium Member
AddOn Author - Click to view addons
Join Date: Dec 2011
Posts: 1,897
I just followed the stack trace in the colors.lua error back to line 145 (saying that something had been set to nil that should have (and in previous version of the game did have) a value.

The beginning of the loop that contains line 145
Lua Code:
  1. for power, color in next, PowerBarColor do
which is cycling through the PowerBarColor table which is a Blizzard table so I compared the current version with one from a 10.1 patch.

The current STAGGER table entry is
Lua Code:
  1. PowerBarColor["STAGGER"] = {
  2.     green =     { r = 0.52, g = 1.0, b = 0.52, atlas = "Unit_Monk_Stagger_Fill_Green" },
  3.     yellow =    { r = 1.0, g = 0.98, b = 0.72, atlas = "Unit_Monk_Stagger_Fill_Yellow" },
  4.     red =       { r = 1.0, g = 0.42, b = 0.42, atlas = "Unit_Monk_Stagger_Fill_Red" },
  5.     spark =     { atlas = "Unit_Monk_Stagger_EndCap", barHeight = 10, xOffset = 1, showAtMax = true }
  6. };
The one from 10.1 is
Lua Code:
  1. PowerBarColor["STAGGER"] = {
  2.     {r = 0.52, g = 1.0, b = 0.52},
  3.     {r = 1.0, g = 0.98, b = 0.72},
  4.     {r = 1.0, g = 0.42, b = 0.42},
  5. };
The original line 145 was making a colour mixin from the r, g, b values which don't exist in the table of the new "spark" key.

The fix just sets a default colour of white if the r, g, b entries don't exist...simples
__________________
Fizzlemizz
Maintainer of Discord Unit Frames and Discord Art.
Author of FauxMazzle, FauxMazzleHUD and Move Pad Plus.

Last edited by Fizzlemizz : 12-14-23 at 09:06 AM.
  Reply With Quote