Outer panel, close button, and the top-left portrait medallion get the
same first-pass treatment as Vanity/Talent, plus the item collection
panel: native background/border art stripped from Collection and its
InsetOverlay/ShadowOverlay decoration, the 3D model preview's vanilla
border removed, and the action buttons, search box, Filter/Order By
dropdowns, page arrows, and category tabs skinned to match.
Left native for a later pass: the icon grid contents, item slot
buttons, and character model itself.
Skins the outer window, close button, search box, Filter dropdown
(and its arrow and popup panel), Purchase/Deliver buttons, and the
grid pager arrows. Removes nothing else -- the portrait originally
suspected at the top-left corner turned out not to exist as a
separate element, and the card grid/preview panel are left native.
AceDB:New was passed true as defaultProfile, which the library resolves to the
literal profile name "Default", so profile selection fell back to a single
shared profile for every character instead of to the character key. Changing a
setting on one character changed it everywhere.
Dropping the argument restores AceDB's per-character fallback. Characters
already sitting on the shared profile are moved to their own on next login,
with the shared settings copied across so nothing is lost.
Flattens the custom talent window into the ElvUI look: frame chrome, close
buttons, tabs, bottom bar, dropdowns and their popups, the list scrollbars,
and the spec choice cards' action buttons. The talent tree itself is left
alone -- its node borders encode rank and availability.
Most of the work is in keeping the skin applied. The frames restore their
native art on refresh in three different ways, and none of them fire an
event to hook:
- The scroll arrows re-show a region StripTextures had hidden, so the arrow
buttons re-hide it from their own update, matching by file so ElvUI's
panel pieces (which are regions of the same button on this client) survive.
- The pooled menu rows put their hover and selection art back when a scroll
refills them, without firing OnShow, so the strip runs from the row update
behind a cheap texture compare.
- The talent frame's close button keeps its absolute frame level while
TreeView rides along when the frame is raised, so the level bump re-applies
on every show.
Row fills and the selection edge are textures on the row rather than an ElvUI
backdrop: the backdrop is a child frame and covered the row's icon and text at
every frame level available to it.
Registers a COA entry into ElvUI's config-mode dropdown (General/ActionBars/etc.) and tags the Class Resources, Extra Action Bar, and Instance Swap movers with it, so they no longer surface mixed into ElvUI's General/ActionBars anchor filters.
CoA.db was created at file-load time, racing ahead of this client's
SavedVariables restoration and silently orphaning the profile table
from the real global before it ever got populated from disk.
Replace the "Drag to move" tooltip hint on class resource frames instead
of removing it wholesale, so text sharing the same line (e.g. "Right-click
for options") survives; match by substring rather than exact text and scope
by IsMouseOver since GameTooltip's owner can be a child region.
Guard against force-showing a class resource frame the game has never
naturally displayed: its underlying data (powerType, maxValue, ...) is
never populated for a class that doesn't use it, and forcing Show() on it
renders as a garbage white bar texture. Same fix as HideCoAUI's
seenNaturalShow guard.
Rename the Class Resources tab's checkboxes to the frames' actual global
names, stack them vertically, and add Hide All / Show All buttons below them.
Move CoA settings from E.global/E.private into a proper AceDB-3.0 database
(CoA.db, SavedVariables ElvUI_CoADB) with a Profiles options tab, since
ElvUI doesn't ship AceDBOptions-3.0 (vendored under Libraries/).
Add ClassResources.lua: hooks the custom-class resource frames (segment
bar, orb, bar, multi-cast bar) into ElvUI's Toggle Anchors, with a
per-frame hide checkbox in a new "Class Resources" options tab.
Add DispelHighlight.lua: highlights dispellable debuffs on unitframes,
with talent-aware filtering for custom classes.
Fix mover/anchor reliability for Class Resources and the Instance
(LayerPicker) button:
- Movers were only retried until the target frame existed, not until the
mover was actually created, so frames that start at zero size (e.g. a
resource bar before that resource is ever active) permanently lost
their mover.
- Class resource frames re-anchor themselves on refresh, stomping the
mover's anchor; hook SetPoint to snap back to the mover holder whenever
something else repositions the frame.
- Native click-drag on these frames ends with the engine calling SetPoint
directly, severing the mover anchor entirely. Permanently block drag
(script and RegisterForDrag) instead of clearing it once.
Skinning of both the ExtraActionBar and LayerPickerFrame buttons is no longer opt-in. Replaces the old single Skins tab and its toggles with two empty tabs, Extra Action Button and Instance Swap, for future per-frame settings.
Strips the native tooltip-style backdrop pieces off the LayerPickerFrame button and applies the ElvUI backdrop/button style, gated by a new Instance checkbox in the Skins tab.