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- don't force-set the color of each rune since they're already set in the texture. this does remove the nice border coloration we had before, but oh well. setting colors on colored textures is bad.
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@ -274,7 +274,7 @@ function Runes.prototype:UpdateRuneType(event, rune)
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local thisRuneName = self.runeNames[GetRuneType(rune)]
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self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(thisRuneName))
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self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
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--self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
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end
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function Runes.prototype:GetRuneTexture(runeName)
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@ -365,7 +365,7 @@ function Runes.prototype:CreateRune(i, type, name)
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self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
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end
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self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
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--self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
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self.frame.graphical[i]:Show()
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self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")
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