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Fixed DK Rune state not always matching actual state
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@ -1,5 +1,6 @@
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v1.11.2:
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- Fixed Stagger bar to work in 8.0
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- Fixed DK Runes in graphical mode not always correctly showing runes on cooldown (curse ticket 238, thanks ithorazei!)
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v1.11.1:
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- Fixed error when playing as a Monk
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@ -317,9 +317,7 @@ function Runes.prototype:ResetRuneAvailability(event)
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self:UpdateRunePower(event, i, not event)
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end
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if not event then
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self:Redraw()
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end
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end
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-- simply shows/hides the foreground rune when it becomes usable/unusable. this allows the background transparent rune to show only
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@ -338,9 +336,9 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
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local lastState = self.lastRuneState[rune]
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self.lastRuneState[rune] = usable
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if lastState == usable then
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return
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end
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-- if lastState == usable then
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-- return
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-- end
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-- print("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
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@ -354,7 +352,7 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
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self.frame.graphical[rune]:SetAlpha(1)
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end
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if not dontFlash then
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if not dontFlash and lastState ~= usable then
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local fadeInfo={
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mode = "IN",
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timeToFade = 0.25,
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@ -378,8 +376,6 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
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self.frame.graphical[rune]:SetAlpha(0.2)
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end
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end
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self:Redraw()
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end
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function Runes.prototype:GetNumRunesAvailable()
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