XML errors might appear after an addon has been disabeled
While testing on the EU client just about now, I noticed an odd bug - if a lua error would result in the XML running into a nil argument exception, that exception message will appear in the reload after the Addon has already been disabeled.
Wrote a more detailed bug report over in the ESO Forums, with code to reproduce and all: http://forums.elderscrollsonline.com...n-is-disabeled |
I have noticed this as well. I thought it was just something I was doing wrong when no one else mentioned anything about it. Maybe it is to do with how their reloadui works.
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I'd be careful. I was messing around and created a ghost chat window, which kept giving me errors all over the place till I learned about the destroyContainer() function :P
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On a possibly related note: If you have errors in your lua code, the game may throw errors even if that code never runs.
I had a faulty lua statement in SorcererHelper that threw errors on loading a non-sorcerer character, even though this code is the first that runs for the addon: Lua Code:
Even so, a bug in a function in code that never ran threw an "attempt to index a nil value" error. It stumped me for a while until I realized that it's a compile-time error. I'm guessing the game loads and compiles all code during loading/reloading, and the bug I had gave a compile-time error - which was why it showed up even though the code itself never got called. |
I haven't checked, but is GetUnitClassId() not available to call in the main chunk of your addon?
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I would suspect anything Player related would not be accessible until the player is first activated.
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I was merely suggesting that since the Lua code is compiled (and can therefore throw compile-time errors), perhaps something similar happens with the XML files for an addon - even if it is disabled. |
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