Large base minis now spawn in the first spawn row instead of always in the second one. The issue was that the basesPerRow value equates to 0 for large bases. Set a minimum of 1 to basesPerRow
UnitID tokens would not number above 5, and everythin after 5 would remain as 1. This was due to a strange behaviour of math.fmod() resulting in negative values, e.g. fmod(6,10) -> -4. A change to the % modulo operator addresses this and also allows for covering the 10th index case, unlike fmod
UnitID tinting was only applied to unitID tokens that hadn't had their state changed. Added a reassignment of the unitId token upon state change to carry the new object GUID through
basesPerRow
value equates to 0 for large bases. Set a minimum of 1 tobasesPerRow
UnitID tokens would not number above 5, and everythin after 5 would remain as 1. This was due to a strange behaviour of
math.fmod()
resulting in negative values, e.g.fmod(6,10) -> -4
. A change to the%
modulo operator addresses this and also allows for covering the 10th index case, unlikefmod
UnitID tinting was only applied to unitID tokens that hadn't had their state changed. Added a reassignment of the unitId token upon state change to carry the new object GUID through