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- made runes flash when they become active whether the cooldown or alpha setting is being used
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@ -228,22 +228,20 @@ function Runes.prototype:UpdateRunePower(rune, usable)
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-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
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-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
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if usable then
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if usable then
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-- self.frame.graphical[rune]:Show()
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if self.moduleSettings.cooldownMode == "Cooldown" then
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if self.moduleSettings.cooldownMode == "Cooldown" then
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self.frame.graphical[rune].cd:Hide()
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self.frame.graphical[rune].cd:Hide()
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local fadeInfo={
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mode = "IN",
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timeToFade = 0.5,
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finishedFunc = function(rune) self:ShineFinished(rune) end,
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finishedArg1 = rune
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}
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UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
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elseif self.moduleSettings.cooldownMode == "Alpha" then
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elseif self.moduleSettings.cooldownMode == "Alpha" then
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self.frame.graphical[rune]:SetAlpha(1)
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self.frame.graphical[rune]:SetAlpha(1)
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end
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end
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local fadeInfo={
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mode = "IN",
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timeToFade = 0.5,
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finishedFunc = function(rune) self:ShineFinished(rune) end,
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finishedArg1 = rune
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}
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UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
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else
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else
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-- self.frame.graphical[rune]:Hide()
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if self.moduleSettings.cooldownMode == "Cooldown" then
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if self.moduleSettings.cooldownMode == "Cooldown" then
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self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))
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self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))
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self.frame.graphical[rune].cd:Show()
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self.frame.graphical[rune].cd:Show()
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