DKIRunes

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

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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

Reported by

Possible assignees