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Blood runes do not convert to death runes properly.
Bug #: 4737
File: RuneWatch
Date: 09-21-08 05:30 PM
By: xythian
Status: Game Bug (Cant fix)
With an unholy build that picks up Reaping, Blood Boil converts blood runes to death runes. However, RuneWatch is misleading in the conversion.

If I have 2 blood runes active and blood boil once, the first rune goes on cool down and the 2nd rune immediately converts to a death rune. Obviously, this is not the case as my death rune isn't active until the 1st blood rune comes off its cool down. It's visually misleading and can lead to throwing off ones rotation because you think a death rune is appearing unexpectedly. :)

Axeface, Orc DK

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By: Voorije - 09-21-08 06:50 PM
xythian: my rune switching code is based (read: virtually copy-pasta'ed) from the blizzard code.

Have you tried the same effect with the default blizzard frame?

Anyway, regardless, I will look into it. Blizzard has broken death runes like 4 times in beta so far so it's been a pain in the ass to test since the whole death rune concept has been shaky from the get-go.
By: xythian - 09-21-08 10:08 PM

I just ran a couple tests and have more info on the bug.

When I have the default rune frame visible, RuneWatch does not display the death rune bug. However, when I hide the default rune frame RuneWatch displays the death rune bug.

By: Voorije - 09-22-08 02:09 AM
Thanks for the update, I will look into it later this week when my life settles a bit.
By: Voorije - 09-22-08 03:59 AM
I did some testing, I cannot reproduce the problem.

Here's a video of my runes, I've adjusted the color of the rune timer texts to be a more visible change:


Notice how the rune turns from red to purple a mere moment after popping blood boil? I can't shave off this mere moment (read less than a second) because that's physical lag from the server updating the rune type.

If this is not the bug you were talking about please let me know, along with better details because as of now, i cannot reproduce the error.
By: xythian - 09-22-08 08:22 AM

Further testing reveals it's a Blizzard bug. RuneWatch is just following suit.

The bug only occurs when Unholy Blight is active. Death runes appear just fine with all other diseases.

I've submitted a bug report to Blizzard, but the more the merrier.

By: xythian - 09-22-08 10:25 AM
I forgot to mention that my last round of testing was done without RuneWatch loaded to confirm that it is indeed a Blizzard bug. It's also not just a UI bug, the 2nd blood rune really does accidentally convert to a death rune.
By: Voorije - 09-22-08 11:29 AM
I can't reproduce this error man, assist me in getting it to happen and i can help you. Add my DK to your friends list on beta.

Runewatch on Murmur.
By: xythian - 09-22-08 12:52 PM

My apologies if I didn't make the bug clear earlier, but I discovered that the bug has nothing to do with RuneWatch. The bug occurs w/o RuneWatch and it's more than just an interface glitch. Reaping is triggering 2 death rune conversions, not just one.

I posted a [Bug] report on the beta forums.

In terms of RuneWatch, I assume this might mean your rune code will change whenever they fix the Reaping death rune bug.

Axeface (Murmur) - Xythian (WoWInterface)
By: Voorije - 09-22-08 04:17 PM
I'll explain a little bit about the runes.

Blizzard sends 2 events in regards to runes:

- Rune Type
- Rune Power

Rune Type event occurs whenever a rune's type changes (i.e. death runes, and additionally thier old system allowing you to customize the number of each type)

Rune Power Fires when a rune is activated / cooled.

As long as they dont adjust the behaviour implied from each event, my code will continue to work just as the blizzard rune-frame. The double-trigger bug is probably a server-side bug causing two Rune Type events to fire, so it's tricking our response-operated frames into switching color, so when blizzard fixes this bug, it'll automagically work in runewatch.

Of course every patch i re-unpack the blizzard rune-frame source and inspect any changes they've made just to be sure.

Thankyou for taking a look into this and clearing everything up, i'm now closing this bug ticket.