Hi lightspark,
First of all, Thank you so much and I really appreciate your help!
I gave each of those elements a name to avoid '/fstack' crying
Yeap, it's definitely working
Lua Code:
-- Class Power
local classPower = CreateFrame("Frame", "$parentClassPower", self);
classPower:SetHeight(setting.height);
classPower:CustomSetPoint(setting.point);
for i = 1, 10 do
local bar = CreateFrame("StatusBar", "$parentBar" .. i, classPower);
bar:SetStatusBarTexture(LSM:Fetch("statusbar", setting.texture));
bar:SetWidth(setting.width);
bar:SetPoint("TOP");
bar:SetPoint("BOTTOM");
bar:SetTemplate();
bar:SetBackground();
if i == 1 then
bar:SetPoint("LEFT");
else
bar:SetPoint("LEFT", classPower[i - 1], "RIGHT", 3, 0);
end
classPower[i] = bar;
end
classPower.UpdateColor = ClassPowerUpdateColor;
classPower.PostUpdate = ClassPowerPostUpdate;
self.ClassPower = classPower;
So, I do get that it's happening because of nested frames, with numeric as their key instead of string for inner frames, where inner frames do not have their unique name.
But why...?
I had a look at
Blizzard_DebugTools-1.0.lua as stated on a error log, but it's totally out of my field