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- Expanded holy power to account for the now-5 rune maximum. Not sure what I'm going to do about this layout just yet. The default frame has two below the primary 3, but my class power base class doesn't have support for this type of layout. Will see what the users say.
- Fixed the old 3 runes to have appropriate texture coordinates.
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@ -9,14 +9,18 @@ function HolyPower.prototype:init()
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-- pulled from PaladinPowerBar.xml in Blizzard's UI source
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self.runeCoords =
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{
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{0.00390625, 0.14453125, 0.64843750, 0.82031250},
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{0.00390625, 0.12500000, 0.83593750, 0.96875000},
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{0.15234375, 0.25781250, 0.64843750, 0.81250000},
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{0.00390625, 0.14453125, 0.78906250, 0.96093750},
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{0.15234375, 0.27343750, 0.78906250, 0.92187500},
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{0.28125000, 0.38671875, 0.64843750, 0.81250000},
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{0.28125000, 0.38671875, 0.82812500, 0.92187500},
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{0.39453125, 0.49609375, 0.64843750, 0.74218750},
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}
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self.numericColor = "HolyPowerNumeric"
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self.unitPower = SPELL_POWER_HOLY_POWER
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self.minLevel = PALADINPOWERBAR_SHOW_LEVEL
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self.bTreatEmptyAsFull = true
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self.unit = "player"
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self.numConsideredFull = HOLY_POWER_FULL
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end
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function HolyPower.prototype:GetOptions()
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@ -47,6 +51,26 @@ function HolyPower.prototype:HideBlizz()
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PaladinPowerBar:UnregisterAllEvents()
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end
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function HolyPower.prototype:UpdateRunePower()
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local numRunes = UnitPowerMax(self.unit, self.unitPower)
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if self.fakeNumRunes ~= nil and self.fakeNumRunes > 0 then
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numRunes = self.fakeNumRunes
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end
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if numRunes ~= self.numRunes then
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if numRunes < self.numRunes and #self.frame.graphical >= numRunes then
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for i=numRunes + 1, #self.frame.graphical do
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self.frame.graphical[i]:Hide()
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end
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end
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self.numRunes = numRunes
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self:CreateRuneFrame()
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end
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HolyPower.super.prototype.UpdateRunePower(self)
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end
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-- Load us up
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local _, unitClass = UnitClass("player")
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if (unitClass == "PALADIN" and IceHUD.WowVer >= 40000) then
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