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- added a couple of reminders to press [enter] after typing into text boxes in the custom bar/counter configuration screens
- fixed a bug causing rune cooldowns to not reset when the player died/res'd if the module was in alpha mode
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@ -234,14 +234,21 @@ function Runes.prototype:Enable(core)
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self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower");
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self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType");
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability");
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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end
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function Runes.prototype:ResetRuneAvailability()
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for i=1, self.numRunes do
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self:UpdateRunePower(i, true, true)
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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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function Runes.prototype:UpdateRunePower(rune, usable)
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function Runes.prototype:UpdateRunePower(rune, usable, dontFlash)
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if not rune or not self.frame.graphical or #self.frame.graphical < rune then
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return
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end
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@ -255,13 +262,15 @@ function Runes.prototype:UpdateRunePower(rune, usable)
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self.frame.graphical[rune]:SetAlpha(1)
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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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if not dontFlash then
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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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end
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else
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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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