Originally Posted by Rythal
There is no other zones to be added, no matter what level your garrison is it's the same zone, it's just a change in which map is displayed (which at this time they are all the same, i guess they originally were going to have different maps for different levels).
And that change was suppose to do exactly that, if it's a microdungeon to use the info from the MapInfo call instead of modifiers.
It needs the if statement above it also changed
if winfo.MapBaseName and not winfo.Garrison then texName = winfo.MapBaseName end
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I can confirm that this fixes the L2 & L3 mine problem.
Line 4060 in NxMap.lua:
Code:
if dungeonLevel>0 then texName = texName..dungeonLevel.."_" end
- if winfo.MapBaseName then texName = winfo.MapBaseName end
+ if winfo.MapBaseName and not winfo.Garrison then texName = winfo.MapBaseName end
- if winfo.Garrison then
+ if winfo.Garrison and not isMicro then
local level, mapname, x, y = C_Garrison.GetGarrisonInfo()