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- fixed a bug with PlayerMana disabling OnUpdate code for warriors and DK's when their bar was full instead of when it is empty
- fixed a bug with DK runes appearing to be available as soon as a fight was done instead of when they actually became available again
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@ -195,7 +195,9 @@ function PlayerMana.prototype:Update(unit)
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return
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end
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if self.manaPercentage == 1 then
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local powerType = UnitPowerType(self.unit)
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if (self.manaPercentage == 1 and powerType ~= 1 and powerType ~= 6)
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or (self.manaPercentage == 0 and (powerType == 1 or powerType == 6)) then
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self:SetupOnUpdate(false)
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elseif GetCVarBool("predictedPower") then
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self:SetupOnUpdate(true)
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@ -26,10 +26,9 @@ function Runes.prototype:init()
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Runes.super.prototype.init(self, "Runes")
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_BLOOD], 255, 0, 0)
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 229, 0)
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 88, 195, 239)
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-- todo: i guess i should figure out the chromatic rune's default color...set to white for now
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 255, 255, 255)
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 207, 0)
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 0, 255, 255)
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self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 204, 26, 255)
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self.scalingEnabled = true
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end
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@ -292,7 +291,7 @@ function Runes.prototype:CreateRune(i, type, name)
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self.frame.graphical[i]:SetStatusBarColor(self:GetColor("Runes"..name))
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self.frame.graphical[i]:Show()
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-- self.frame.graphical[i]:Show()
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end
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function Runes.prototype:ShowBlizz()
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