Feature/ace3 milestone 8 Reward Frame Ace3 - #112
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| local tButton = tUnits.buttons[tName].buttons and tUnits.buttons[tName].buttons["Inventory"] | ||
| if(tButton ~= nil and tButton.doLeft ~= nil) then | ||
| tButton.doLeft(tButton) |
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Resolve the Inventory toggle from
Units.frames
The new close path looks up tUnits.buttons[tName].buttons["Inventory"], but Units.buttons[name] is the top-level unit button; the per-bot action buttons are created on Units.frames[name] (see the unit frame construction in HandleMultiBotEvent/MultiBot.addEvery). As a result tButton is always nil here, so the inventory X button now just hides the frame without running the normal toggle cleanup. In the common case where the inventory was opened from the unit frame, the Inventory button stays enabled/highlighted and the next click only turns it off instead of reopening the inventory.
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| for i = 1, 12 do | ||
| local yOffset = -30 - ((i - 1) * 32) | ||
| rows[i] = buildRow(content, yOffset) |
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Increase the reward window height to fit all 12 rows
This window is fixed at 430 px tall, and its content area is anchored 30 px below the top and 12 px above the bottom, leaving 388 px for rows. The loop below lays out 12 rows 32 px apart starting at -30, so the last row ends 412 px below the content top. In a full 12-bot reward scenario, the bottom row will therefore be clipped below the AceGUI window and some of that bot's controls become partially inaccessible.
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