3 - Rune refreshing abilities leave OmniCC timers ticking away
What steps will reproduce the problem?
Any ability that refreshes the cooldown on a rune
What is the expected output? What do you see instead?
OmniCC timers should disappear, but they don't
What version of the product are you using?
1.1.8
Moving lines 326-330 down about 25 lines fixes this
lines 326-330:
if(DKIRunes_Saved.cooldown then
local cooldown = getglobal("Rune"..rune.."Cooldown");
local displayCooldown = (runeReady and 0) or 1;
CooldownFrame_SetTimer(cooldown, start, duration, displayCooldown);
end
Currently they reside inside the else for if runeReady, meaning the timers are only cleared when runes refresh naturally, not when something forces runeReady to toggle, like Blood Tap or Empowered Rune Mastery, moving them outside the if clause entirely causes the timers to properly be updated by the code that already accounts for potential states of the runeReady variable.
| User | When | Change |
|---|---|---|
| ElderFuthark | Jun 07, 2009 at 14:55 UTC | Changed status from New to Fixed |
| Vector- | Jun 03, 2009 at 05:56 UTC | Create |
- 1 comment
- 1 comment
Facts
- Last updated
- Jun 07, 2009
- Reported
- Jun 03, 2009
- Status
- Fixed - Developer made requested changes. QA should verify.
- Type
- Defect - A shortcoming, fault, or imperfection
- Priority
- Medium - Normal priority.
- Votes
- 0
- Reply
- #1
ElderFuthark Jun 07, 2009 at 14:55 UTC - 0 likesShould be okay with 1.1.9